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Devs you realized that skill checks were a problem for Ruin, so what about Autodidact?

Cancan71Cancan71 Member Posts: 306

In your developer update you mentioned that one of the reasons you changed Ruin because the random nature of skill checks made the perk either too weak or too powerful.

However there's another perk that suffers from the randomness of skill checks, which is Autodidact. What could be a great perk in concept suffers because you can go a full heal without getting any skill checks, which is more likely than getting a full generator without skill checks.

However, in your last Q&A you made no mention of the perk when talking about underperforming perks, so I'm wondering if Autodidact is on the list to be buffed. A way to guarantee skill checks would give this perk a helping hand.


  • TruthTheDeceiverTruthTheDeceiver Member Posts: 312

    As a player who uses Autodidact regularly, I’d like to make it so that the healing skill checks trigger similarly to the Snap Out of It ones, where there’s a skill check at 25% and 70% guaranteed. That would make this so much less frustrating and would make for some great saves.

  • PeanitsPeanits Dev, Community Manager Posts: 6,074

    I would hazard to say that with guaranteed skill checks, it would be a little too much. That's a guaranteed half heal any time you heal someone.

    You can toss on Spine Chill to greatly increase your chances of getting a skill check if they killer is headed your way. I suppose more things along those lines to help get your skill checks more often would be nice to have.

  • AsePlayerAsePlayer Member Posts: 1,797

    Even at least guaranteeing a minimum of a single skill check would be nice.

    Also your teammate is gonna hate you if you're healing them with autodidact and the killer is on the way lol

  • PeanitsPeanits Dev, Community Manager Posts: 6,074

    I mean, let's just take a scenario where I slap that bad boy on with We'll Make It.

    I unhook a guy, I start healing them. I get a guaranteed skill check, that instantly finishes half the heal. Because I'm healing twice as fast with We'll Make It, I get that remaining half done in only 4 seconds.

    That'd be pretty nutty if you could do it every time.

  • AsePlayerAsePlayer Member Posts: 1,797

    We'll make it and autodidact run counter to each other though. I'm not going to get anything beyond one skill check (though probably none) with how fast it does the heal.

  • PeanitsPeanits Dev, Community Manager Posts: 6,074

    This is true, but it's only true because healing faster reduces your chances to get skill checks. If you had guaranteed skill checks, though, that would be a different story. Suddenly it doesn't matter if you heal quickly, you'll always get one at least.

    You'd also be able to heal people without We'll Make It being active, for what it's worth, so you'd still have some opportunities to get them.

  • VetratheneVetrathene Member Posts: 798

    Obviously we just need to remove skill checks from the games so new survivors never have to do anything challenging again. Then lets nerf some more killers.

  • AsePlayerAsePlayer Member Posts: 1,797
    edited January 28

    That is fair I suppose. Maybe the guarantied skillcheck shows up towards the however many seconds it takes to reach the 75% mark normally where we'll make it (or double healing) would've already done its job?

  • mouse0270mouse0270 Member Posts: 418

    What @Peanits said is fair, the perk would be crazy strong if you were guaranteeing a skill check each heal.

    To be honest, I actually love the idea of AutoDidact, but I only really play it with SWF because My friends and I can insure I get my 5 stacks early... Where when I play solo I could play all game and maybe get 3 stacks.

    The problem is the perk is crazy strong if you can get 5 stacks, it suffers from the fact that its useful is so hit and miss. Like I said, in a solo game I rarely ever get over 3 stacks. In SWF however where my friends can come to me to get there stacks, it crazy strong. I remember a ghost face had 3 of us slugged, I had 5 stacks. By the time he dropped broke a pallet I had two people healed to full health and the 3rd picked up. We all opened the gate and left.

    AutoDidact for the carry! However that was one game out of many with the perk and only worked because I had all 5 stacks. I don't want to say they should make skill checks guaranteed but I wouldn't be opposed to them looking at making getting the stacks more useful.

  • ColovoratColovorat Member Posts: 29

    Just give to autodidact increased chanche on healing skill checks, that's it. Maybe 10-20% will be nice

  • WaffleyumboyWaffleyumboy Member Posts: 6,616

    Autodidact isn't meta

  • Cancan71Cancan71 Member Posts: 306
    edited January 28

    You would be running two perks just for healing though, and with how fast We'll Make it is, adding Autodidact to it would only result in diminishing returns.

    Plus the effect is not what's wrong with Autodidact, it's the perk's reliability. If you heal someone and no skill checks pop up then you just wasted a perk slot that could have been used for Botany Knowledge or another healing perk. Plus you need 5 skill checks to get the full effect of Autodidact, which is a lot for an action that only takes 16 seconds.

    Plus Autodidact harms you in the early game. It only has a positive effect when you reach 5 tokens due to the healing penalty the perk has at the start. So if you don't reach 5 tokens you actively hurt your team.

    I'm just saying that a perk that's not reliable in the slightest isn't a well designed perk and it should be updated to reflect the current status of the game. If the effect gets nerfed so the perk is more reliable I would be okay with that. That's one of the reasons why ruin was changed.

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