UndeddJester
UndeddJester
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@coco_shotz said:
Another reason prestige levels need to be hidden. Killers all assume they know what they are getting just by a number
I ignore prestige anyway no matter what I'm doing... and I had them hidden during the test, and I genuinely believe it helps you play better.
No matter how stoic you are, seeing a bunch of rank 50-80 players does affect your mental, even if for a moment... not having it there means you just go ahead and play...
I want prestige hidden from me, just so I can go in with a fresh slate.
On survivor side, instead of prestige, I also wants survivor perks revealed to me so I can play around my team. Survivor dodging will be an issue, but it goes both ways. If I see an adept, you can bet I'll do my damned best to get that guy out alive.
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I am behind the spirit of what BHVR are trying to do with Trickster. They're probelm is trying to fix a lot of problems at once: -
- Difficulty using him on console (recoil buff)
- Problems with traversing the map due to slow speed, which his power doesn't help with (ms buff)
- Ability that often times pops after you've already downed and/or noone is nearby to capitalise (fast charge Main Event buff)
These are all things Trickster need addressing, but doing all of them at once this way is busted on paper, and even worse in game... the increase of 6 hits to 8 isn't enough to compensate for the power these changes bring.
I'm wondering if the 8 tags and faster hit recovery would be sufficient/necessary with 115 and recoil being removed.
For trying to fix Main Event, my suggestions would be, keep the old charge rate, but let him hold it indefinitely and trigger on demand.
To compensate have him move really slow while he uses it, as a "plant your feet and throw" type ability. You could even give it double range/projectile apeed so using it in high spots allows you to make it rain.
The fact he can't really move during Main Event means survivors will have windows to break LOS and hide, and feels like a pin down type ability.
Against unhook camping, we have the AFC to help, and survivors can bait out the main event, since Trickster can't move while throwing and need 8 hits instead of 6, most scenarios will not result in a down unless Trickster plays it really well.
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Easiest rule I know is it to think about which side of the pallet you're on.
Before you break it, you want to try and ensure the survivor is on the side that doesn't connect to nearby tiles. Herd them to the side that is less favourable before you break.
If you can't do that cause of tne tiles structure just break it and move on to find someone else.
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I like that BGP has its niche, and it stops you having safety from other exhaustion perks so you're more likely to vecome the target, for the benefit of being able to consistently make insane mad dash saves with pallets and flashlights for others.
The only thing I dislike really is where it got buffed in both speed and duration, it makes it pretty brain dead to use in its niche... 5 seconds at 200% looks really goofy...
5 seconds at 150 would have been plenty fine imo.
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Terror radius? 🤨
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@fussy said:
Game is in the good spot if info perk is the biggest survivors complain right now.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579170#Comment_3579170
Thing is, Ultimate Weapon is not just an info perk but also an anti-info perk. The biggest issue of UW is it absolutely crushes soloQ.
The lingering aura effect kills stealth, which if you have a lack of information from SWF, falling back on stealth is good enough for the most part... Being found so quickly and consistently removes that option and makes soloQ more disorganised and chaotic in general because of terror radius paranoia and the effect of knowing you've been seen... but detection perks are meant to have that effect, and so is not inherently a problem...
What is a problem however is UW creates this disorganisation AND also blinds for a pretty hefty click. SoloQ lives and dies on Auras.
Bond, Empathy, Alert, Kindred, Deja Vu, even things like the gen trap perks showing where your gen is to the team, and the basekit ability to see downed and hooked survivors... all of it gets removed and soloQ players become... Well... Blind.
Its just too much for 1 perk slot. You could nerf 1 part of UW and it'd be fine, but the fact its get everything... long up time, short cooldown, easy activation, versatile detection, anti-info for the opposing team; any 1 part of it taken out and the perk is fine... but as is, it's a SoloQ stomper.
I think what UW needs is to either lose its lingering effect, or lose its blind, cause the power to keep the entire survivor team blind for half the game is way too strong vs. SoloQ.
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It isn't inconceivable that some issues are far harder to fix than others.
When it came to Blight/Wesker hug techs, wasn't there an attempt to fix these and it caused more problems than it solved? Might need a vet to verify.
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Started playing in May this year myself.
It would be rough as hell starting with just the game to guide you, but DBD is so popular there are tonnes of guides for it and content creators to watch to get the idea how to play and start having fun.
I spent a week watching content creators to get a decent handle on what I should be doing as each Killer I played to begin with, then when I tried survivor I did the same thing.
Quite honestly the times I get/got really frustrated is more often what my survivor teammates are doing rather than the killer. Suicude on hook players, getting sandbagged, having the killer brought to you when you have situational awareness/gen trap perks/empathetic connection, watching your teammates sit doing nothing while you loop the killer for 60s+... I'd argue these are even more annoying than getting camped or tunneled...
However my point is, game is pretty fun when you're new. More often than not you don't go up against the sweaty tryhards, the game is scary and nerve wracking, you're constantly learning new things, and it's really satisfying when you manage to play well.
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Split pressure Knight is fun. Only use your guards to push people off gens and cover areas and to slow the team down while you chase elsewhere, and noone can have any complaints.
I keep anti loop Knight in my back pocket for obnoxious survivors , but the split pressure playstyle with detection range add-ons is fine.
When vs. Knight the guard is more predictable so if you're full HP, you can use the guard to help you make serious distance and time on the Knight, especially with something like Overcome or Dead Hard.
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I hope they do a store bundle with the skin included at a discount like they did for Nick Cage and Alien.
Ofc I mean offer a store bundle without the skin for people who don't want it, BHVR have already confirmed they don't intend to keep doing the auric cell/or skin bundle method, but surely there is no issue with offering a bundle in addition to the base DLC pack?
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@Tsulan said:
Let's face it. Freddy is dead. He isn't fun to play as.
Only way to bring him back, would be to reverse the rework + some QoL changes.
But this is just... meh.
Been thinking about the idea of a rework reverse for a while. I feel like Freddy's old power could benefit from some quality of life improvements, and a few things from current Freddy... though it's hard to know without having played old Freddy myself what should make the cut 🤔
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@JaxHampster said:
Don't let them lie, the majority either don't know who he is or at best only find the name vaguely familiar. All of my friends and my parents didn't know who he was.
It will flop, I've seen at least 100 people say they arnt buying this chapter.
My dude, you're entiteled to your opinion that Chucky sucks...
However no amount of saying "I don't like him, and my friends don't either" is gonna change the fact, that a lot of people know Chucky, a lot of people like Chucky, and a lot of DBD players will be happy to see him in game... He IS a horror icon whetehr you like it or not. I know loads of people who have no interest in horror whatsoever, and outright hate horror films, and even they know who Chucky is.
This chapter will definitely not fail as a result of noone knowing or caring about Chucky... and when you say nonsense like that, at this point, you just come across as bitter and spiteful that it's Chucky, not Springtrap. 😅
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I wanna hear him say "<female dog>" when he mori's me so badly 😥
"Get hooked on this... <female dog>" would be perfect 😭
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If you like the killer in game, check out the Child's Play film if you get a chance. It's good stuff! :D
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Ladies typically don't appeciate being labelled tall. Just sparing our favourite Crow Mommy's feelings.
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Yep the sauce is at 13:10.
Once your Kate got hit by an auto attack, the notification popped at 13:12 top right, and you could see the exposed skull symbol on the right under the hex icon. Getting used to and looking for the icons on the right hand side for conditions is a good habit to get into in general ^^
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When watching this trailer, I laughed at the idea of throwing a pallet, and him "vaulting it" would be him crawling under it and peekabooing me on the other side.
Can you imagine if when dropping a pallet on him, it literally just has him walk through the other side like "what the ####### exactly did you think would happen?" 🤣
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The power of short... you'll never see him coming xD
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Long as you don't try to play chess, which doesn't work anywhere near as good as it used to, she's mostly fine in my games. Strong, but not unbeatable. I do reasonably well, only thing that keeps hurting me is the constant leavers.
I genuinely believe a lot of people want to hold their prejudices against her, and as such no one wants to even try and play against her. This then means noone gets to really learn against her in a proper game, so she just stays in this hated state. People made up their mind about SM before the rework even came out, and seem to hate it on principle.
Agree with @ChaosWam though. While I actually like SM personally, her kit does feel a little "and then it does, and then it does, and then it does...". Hindered or haste would be enough, she doesn't really need both at base.
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OK, I know I tend to be the guy that calls BS at FOMO... but actually trying to gate content by demanding compensation for something being released again is even worse than complaining about FOMO.
I stand by the same principle, you should be mature enough to make decisions on whether you want to buy something or not, regardless of whether or not it is limited time only.
Similarly you shouldn't be upset if you gave in to FOMO at some point and it turned out not to be 100% exclusive. The point remains the same. You should be responsible enough with your own money to be able to decide whether YOU actually WANT the content or not, regardless of what everyone else is doing.
The fact the whole thing with Stranger Things was beyond BHVRs control in the first place, just makes this whole conversation even more ridiculous.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578003#Comment_3578003
Best would be "Amandas Letter" basekit. For real, just imagine how she would play if she could aura read on demand, while still having all her restrictions.
That Iri though does completely change her play style, as an iri should... what would you do for her new iri?
That add-on is cool, but I don't think that's what her core design should be personally 🤔
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Obviously it's a tiny Pyramid Head Great Knife.
Small Killer mode confirmed.
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@MaddieMage said:
Okay let’s talk about this. The big complaint I saw about this perk was that all you had to do to use it was get injured, and therefore it took no skill and rewarded you for playing badly.
Okay fine. So how are we all justifying Ultimate Weapon then? Where is the thought and effort required to use Ultimate Weapon? All you have to do is not know where survivors are and open a locker and boom, you get all the information. Not only do you get info on where there are, they get a negative status effect for 30 seconds and you CONTINUE to get info on where they are for 30 seconds anytime they enter your terror radius during that time. Meaning if a survivor is lucky enough to not be in your terror radius when you use it, they have to know where the killer is (doesn’t happen) and stay out of that radius for 30 seconds otherwise they get revealed and inflicted as well. And how do they know where the killer is? Terror radius usually but once you’re in that, it’s already too late.
After that 30 seconds, you only have to wait 30 more seconds and you can rinse and repeat.
People say “run calm spirit” but that means you’re telling people to take up an entire perk slot for every match on the off chance that a killer has UW. And weren’t killer mains complaining about having to use perk slots to counter MFT?
So again, explain to me what thought, effort or skill is required to utilize this level? How is this perk also not a reward for not playing well? When is this perk going to get looked at? Just saying what’s good for the goose…
I'm entirely agree, it's entirely possible to think both perks are overpowered.
A wise man once said "Anyone who makes up their mind before they've even heard the issue is a fool", and I would count anyone who aligns their opinion with a particular 'side' as a part of that.
I've made my disdain for UW known in many threads, so I wont parrot it here, but just cause one OP perk is getting nerfed, and the other isn't, definitely doesn't mean that nerf shouldn't go through... a point I wouldn't make if I hadn't seen it quite a few times already 😒
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578869#Comment_3578869
that is a good thing bc if it didnt that would mean the game died and that would k1ll me
Indeed, to be fair, I'm not a trophy hunter, but DBD for the most part (side eyes to Skilled Huntress and Evil Incarnate)... are actually quite fun to go for.
I always approve of trophies/achievements that I can get by playing relatively normally. Yeah the adepts and things like Power Moves can be tough without meta perks, but at the core, you're still playing DBD normally, just handicapped.
I hate when trophies that rely on completely lucky circumstances beyond your control, and force you to play in a completely illogical way, e.g. get an overkill (4 kills each within 3 seconds) in a 6 man FFA (Halo 3), or deliberately throw a level 1 team into a end game area to die (Darkest Dungeon). Also I'd rather not have to grind for half a year to unlock either (Gears of War).
DBD for the most part has trophies that you can get with normal play, or slight tweaks to your play style. There are some obnoxious ones, but they are the exception rather than the rule.
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@09SHARKBOSS said:
i cant wait to get all these adepts and demo achievement oh and the main gen ofc -achievement hunter
I recently 100%'d the game... and it's now I realise that all future content is going to keep snatching that victory off me xD
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Hehehe, I must thank you for tempting the universe and being the Murphy's Law sacrifice required to bring ST back to DBD.
If you do still intend to leave, I'll toast a rum to you!
Cheers 😁🤘
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Lot of these threads popping up, so to save another long long discussion.
Perk isn't dead.
- No exhaustion requirement
- Can be slapped on any regular build and still have clutch uses.
- It's a skilled players anti-tunnel and anti-slug perk.
- Has quite a few good perk synergies.
Is it weaker? Yes.
Is it useless? No.
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@Chocolate_Cosmos said:
Just had 2 Trapper games on Hawkins map back to back.
The First game I tunneled and camped, got 3K and nobody tbagged and nobody rly said anything other than something about tunneling.
The Second game, I didn't tunnel anyone, I didn't camp even at end game, I went on purpose for the rescuer every time even tho I had chance to go for easy unhooked person and down them again. I got tbagged from all Survivors at gates , got 0K and felt like a clown.
So this is what you get when you play nice hm? I know not every team will do this, but this isn't uncommon for Survivors to look at you down when you giving them a favor. Overall, it's not worth to play nice when you just get yourself less points, less wins and Survivors will just clown with you anyway.
So keep that in mind when you ask killer why he tunnels/camps etc from the start.
I'd encourage you not to excessively tunnel and camp, just because I find it boring and less rewarding to play, and it's a little overly mean. However ultimately you can play how you want, and anyone who complains at you needs to accept its part of the rules. Enjoy the taste of their tears!
If you play less try hard however, do what you need to for your own mental dude, don't give trolls power.
I recall struggling on Singularity when I was trying to learn him, I was having a rough time on Garden of Joy and the POD height limit, the Survivors completed the final gen and I was oretty badly smoked. They were tea bagging me and flashlight clicking me from upstairs. I calmly walked to the gate and opened the door. Needless to say they wouldn't leave and started to try and keep teabagging me and blinding me, so I started ignoring them and playing with shooting my pods about making connect the dots pictures. They kept trying to walk into my view and mess with me, but I stepped aside each time and carried on with my own little game. In the end they got way more frustrated than I did.
"Never let em see you sweat" 🤘
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I definitely do not feel either side should know their aura has been read at basekit, as having that will be a significant nerf to most aura reading perks, and make quite a few on them completely unusable.
If you know your aura is read you can use that information to work out where people are and/or what to do to counter it. E.g. Barbecue and Chill/Alien Instinct, everyone hops in a locker whenever someone is about to be hooked. Wiretap becomes quite useless as the killer immediately knows its in effect, and Dark Sense can even give you away to the killer instead of helping.
I do however also feel Spine Chill should also trigger when your aura is read to make that perk actually have a use. It would not as good as Distortion as your aura is still read, but you have that knowledge guaranteed instead of having to maintain token charges.
The idea of a killer perk that let's you know when your aura is being read is interesting... I don't think it'd be useful enough to be taken on its own... but it might be a cool buff to Whispers to get a different audio cue when your aura is read...
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I could lose 20 games in row right now, and frankly, I wouldn't give a crap. Stranger Things is back man!! 🤘😁🤘
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Holy Hell BHVR! Shut up and take my god damned money!
https://youtu.be/Rsk5NH0X-rM?si=YjN_66AcrXepRbHv@Shroompy you bloody nailed it dude! Thanks for taking the bullet 🤘🤣🤘
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@Shroompy said:
I think I know :)
*wink wink nudge nudge* 🙃
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Singularity's problem is he has a lot of potential, but he is complex and rather map dependent, which makes him tricky to play and hard to learn, especially on console...
Great on maps like Ormond, Dead Dawg, Fractured Cowshed/Rancid Abbatoir, Borgo... but brutal on Lery's, Red Forest and Midwich (and it's really surprising to have Midwich as a bad map for a killer...). On an unfavourable map, he is rough to pick up in general, and almost unplayable on console... I had to totally switch to using my blobs to sit above gens for vision and only play as an M1 killer...
Sticking blobs above gens isn't how you use him, but on such maps, you kinda have to... However once you actually get his power, and you understand how to use him, he is actually very stimulating and fun to play, and you can compensate for a bad map... and have an absolute blast when you get a good one.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578003#Comment_3578003
So many options. I just dislike the inconsistency with BHVR's terror radius - policy.
Yeah i think it's fair to say that justification back in the day was "Shut up and eat your nerf" xD
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If you're still interested, a Killer based on Thresh/Nautlius from League of Legends and specifically their hooks would be interesting. Having a killer who hooks on survivors to pull themselves towards them for hits, or can hook on terrain to move quickly sounds like it'd be pretty cool.
I'm not suggesting doing Thresh mind you, but using that as a core power idea might lead to an interesting character concept if you can get creative and come up with something new.
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Was there ever a time when killers wouldn't camp their hook after gates are powered?
This is like killer 101... why on earth would you ever leave your hooked survivor when the gates were powered, unless you were pretty darned sure the survivors couldn't get around you to save them?
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What are the chances of getting Rowdy Roddy Piper from They live in DBD?
"Chew bubblegum and kick ###" would be an amazing perk name xD
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I don't really hate any killer, but if I had to choose, I'd choose Charlotte, simply because of lost potential. She could be so much more scary and cool with a few animation and voice improvements.
She is supposed to be obsessively protective of Victor, and yet when seperated from Victor or even when Victor gets kicked in the face, she just seems blank and disinterested.
Give me snarls and furious chattering when Victor is grappling a survivor, give me angry wails and global screams when Victor gets crushed... sell me on it damnit!
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There are so many different buffs I'd like for Amanda... I'd be happy to take any of them...
- Terrror Radius 28m
- Crouch speed basekit increase
- Ambush charge rate increase
- Ambush vaults pallets
- Ambush break pallets (how I dunno, but I'd like it)
I'd even be happy to give up to losing jigsaw box progress when survivors are interrupted for 2 of these... 😓
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@Marc_123 said:
Yeah would be nice but i doubt it.
But you are right - less and less people think about everything being digital today.
My DVDs and BRs still work with no internet but all Apple, Disney, Amazon bought movies and series won´t. And if they go broke one day everything you bought is just lost forever.
With games it is an issue since PS3. PS1 and PS2 couldn´t have any patches - these games had to work and be complete out of the box.
Recent games you sometimes can´t play without a day one patch... which is sad.
Sad byproduct of the ludicrous scope and cost of a AAA game nowadays. You should see the rapid temporary hire spikes game studios have just to get games out of the door.
Why not delay you ask? When you're already millions in the hole, you cannot afford to delay.
It's a crazy industry
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What you want is survivability and a means of helping your team as much as possible, cause focusing totems is a bit of a throw. Since gens take longer than totems you'll be best served as either the person distracting the killer or saving teammates instead if doing gens.
Circle of Healing, Small Game, Sprint Burst and We'll Make It would be my suggestion.
Circle at least means your team can heal in the boon circle so you aren't crippling everyone else by taking the time to boon. Small game ensures you can find totems and be helpful with COH regardless in a timely manner.
Sprint Burst is your get totems done and get moving perk, it allows you keep moving quickly between objectives and give the killer a decent chase if you're found.
We'll Make It allows you to save people off hook (since you're roaming for totems anyway), and get them quickly back in the game.
Other than that, you can do gens until you know a hex is in effect, and once you do abandon all gens to findbthe hex. Also remember your own survival doesn't matter... only totems matter... be willing to die to find NOED 😁
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While I don't think it's necessary for both sides to receive updates, it's not an unreasonable point that without survivor changes teh PTB might not get much participation... though I wpuld hope it'd be in Survivor interest to ensure Trickster changes and MFT changes are reasonable.
I like most of the perk suggestions though. Saboteur and Spine Chill are suggestions I've liked before, and the Flip-Flop one is good. Inner Healing is fine, though why not just an aura radius? Open Handed is a very interesting idea, a lot to think about on that one though as that information is very powerful for a SWF...
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577650#Comment_3577650
Shhhhh....
I still think they are joking.
Initially I thought so... the following up conversation though confused me... but looking again, yeah my bad xD
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@DBDFreddyK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577644#Comment_3577644
All I ever see is my solo's eating dirt all game while I do everything.
By rights, shouldn't that mean survivors should lose in this scenario? Seems off to nerf killers cause survivors are playing badly, wouldn't you say?
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@mecca said:
Nothing is -ever- enough. Apparently it just isn't easy enough to 4K all the time. It's actually sad seeing perks constantly nerfed to oblivion.
Isn't it ironic a broken perk like UW is not being nerfed? Killers own this game.
MFT has been out longer than UW so not a fair comparison, and plenty of killer players agree UW is at least the strongest killer tracking perk, even if they won't admit its overpowered.
You also ignore and/or do not mention the several other killers perks, add-ons and powers that have been nerfed, such as Eruption, Pop, Pain Res, Spirit add-ons, Nurse add-ons, Xeno tail, Skull Merchant. Not to mention the introduction of the HUD and the AFC system.
It doesn't give your argument a lot of credibility when you ignore basic provable facts to support a false narrative.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576984#Comment_3576984
My post wasn't saying 3% Haste is balanced; my post was saying the current proposal is too harsh and we need perks that are fun or effective and preferably both. If you're in disagreement with me then it should be against my points and post and not a point I didn't argue
People keep saying this nerf kills the perk... I still don't understand how a perk that now serves as both an anti-tunnel and anti-slug perk is bad...
The fact you can add MFT to any standard build using any exhaustion perk doesn't kill ot that I can see.... it actually frees up a lot of your use of other perks.
I'm actually impressed that now the endurance effect and the haste effect actually makes sense, because they synergise with one another... you gain endurance on pick up which is not a bad effect at all! You can actually go for that clutch pick up on slugged ally now without just trading yourself... it gives you thebon hit boost AND you get MFT speed on top... that's great!
People also want tools to combat tunneling, MFT does... without also punishing killers that aren't tunneling. You can take a hit with basekit BT, and/or a skillful use of Dead Hard (or just unga bunga with OTR), and you now have the power of MFT to really punish the killer and prevent the tunnel... that's also great!
It's like people seem to think they still can't take exhaustion perks anymore, and need MFT to match Sprint Burst to have any value whatsoever...
You can even still get the Hope combo reliably if you store up a Dead Hard and use it well. It's hard not to see the backlash as "my favourite killer dabbing toy is broken".
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I tend to buy the best skin combo I can make on characters I like, even if I don't play them much. It's kinda a gradient of how much I'm willing to spend vs. how much I like the character.
If I don't like the character at all, then I don't bother, if I kinda like the character I might buy one of their cheaper skins, and if I do like the character I will buy a skin even if I dont play them much. Shout out to Maurice Dredge.
E.g. With the new Haunted By Daylight skins, I rather like Haddie, so I bought her new skin cause it looks really cool and is her best by far, even though I only play her once in a while. I didn't buy Yun Jin or David, because I like David, but not enough for a 1080 AC skin, and for Yun Jin (who I think actually looks the best of the 3 haunted skins), I'm kinda meh on because she comes across quite spiteful as a character, so I don't like her enough to warrant it.
I rarely go more than one skin on a character though... so once they have one, a new one has to be phenomenal to pique my interest 😏
In Trappers case, Naughty Bear is cool... but I like his Halloween mask more combined with his tank top and jeans skin 😁
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I do think WoO should go on cooldown after a vault, but not to nerf it really... but to help new survivors actually learn tiles.
WoO is a bit like a satnav in car; because it tells you where to go all the time, you never really learn the actual route.
If it went on CD after a vault (even just 20s), you would need to remember nearby vaults and pallets after your first, and that would really help actually learn the tiles.
A cooldown on it would make the perk more engaging to play with, and it definitely wouldn't lose its primary value...
OFC survivor mains wouldn't see it that way, and still get upset about it, because "cater to killers" yadda yadda *roll eyes*, but I don't use the perk cause I'm still learning tiles, and this perk slows my ability to learn considerably.... but it is a nice perk when you have learnt tiles, and a CD wouldn't hurt an experienced players use of it at all.
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It's only real problem is it recharges even when in chase. If it worked like stake out, it'd be much less useful to rats who hide the whole game.
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Seems a cool idea, but I'd tone it down a tad so you can't use gens to tap and remove exhaustion, cause that seems highly abusable.
Reducing decaying effects seems an nice idea and on brand for "Rookie Spirit" though.
I'd tweak it to "after you start repairing a regressing generator you recover from status effects 30% faster while you continue repairing". Would be nice for charging Sprint Burst and other exhaustion perks so you could be more aggressive with dangerous gen repairs, and also help vs. perks like Jolt and Pain Res.
The activation condition always seemed weird to me though. 3 regular skills check might as well just be on immediately... 3 greats makes more sense, but not sure I'd be against just removing the condition entirely.