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How to make Technician actually viable

PipefishPipefish Member Posts: 331
edited October 2020 in Feedback and Suggestions

BUFF: Remove all penalties from failing skill checks!

I'd like a perk for when I am playing late night and to tired to hit skillchecks. Also would let me play with friends who can't hit skillchecks for #########. Killers would also prefer it since its taking the slot of an exhaustion/meta perk. This would make technician useful without making it overpowered so people would actually run it!

Edit: Changed Buff based on feedback! 😁

Post edited by Pipefish on

Comments

  • AChaoticKillerAChaoticKiller Member Posts: 3,104

    it could counter a lot of mediocre perks but its a perk for new players and in your own words the friends who cant hit the skill checks for [BAD WORD] wouldn't removing the skill checks make players dependent on the perk while also making them worse at skill checks.

    I think the new changes to the perk are good however im against the added penalty for missing skill checks. I think that was unnecessary for an already bad perk.

  • Starr43Starr43 Member Posts: 866

    Off the top of my head.. I would say hitting a great skill check would show the killers aura for 1/2/3 seconds. It would give incentive to go for greats and give you a little info in return I suppose.

  • MooksMooks Member Posts: 10,638

    That way it would lose its purpose of teaching beginners how to hit skill checks..

    don’t get me wrong, it certainly needs SOMETHING but that’s not it..

  • BlueberryBlueberry Member Posts: 10,074
    edited October 2020

    Just make it completely silence the gen sounds entirely. Boom.

    Not meta. Not amazing. Good enough to run for fun builds though. It would actually see some play.

  • BardBard Member Posts: 657
    edited October 2020

    Technician doesn't need to be viable.

    It (as well as Zanshin Tactics, Visionary, & Windows of Opportunity while we're at it) should have their effects bound to general perks available to all survivors rather than teachable perks locked behind DLC.

    It's fine for a perk to be bad if its only purpose is to help newbies learn, it's just that Newbies should have access to them.

  • Starr43Starr43 Member Posts: 866

    I’m not going to lie.. if windows of opportunity didn’t have a cooldown I’d be more inclined to run it more often. It’s not god tier or anything but I’d be lying if I said it didn’t save my butt in a pinch by helping me see good pathing and what I have to work with up ahead. I only mentioned the cooldown because I’ve missed windows or pallets because of poor camera positioning during a chase along with poor awareness from being caught off guard which is why I like leaning on windows as a crutch with some maps.. Also I personally prefer reliable info of what’s up ahead over something like dead hard for distance.

  • Rareware0192Rareware0192 Member Posts: 336

    I had thought of a change a while back where Technician could make it so that if you’re repairing a gen with a toolbox and you hit a Great skill check, the toolbox’s charges won’t diminish for 2/3/4 seconds.

  • SonzaishinaiSonzaishinai Member Posts: 6,468

    Honestly the best way to change is to just remove the penalty of missing skillchecks. If it's going to be a training wheel perk let it be good at being a training wheel perk.

  • JustalittlepeeckJustalittlepeeck Member Posts: 1,101

    Nah, just remove penalty from failing skillcheck.

    Like entirely.

    Instead it would make you unable to progress gen for some longer time without any penalty.

    Much better

  • PipefishPipefish Member Posts: 331

    I can get behind that, honestly that suggestion is better then the one I had!

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