http://dbd.game/killswitch
Hyperfocus needs a Hyperchange
The Problem
- The synergy with other perks, items and add-ons for Survivor that can allow you to get great skill checks and thus get tokens despite not actually hitting a Great Skill Check.
- The fact that Hyperfocus as it currently stands can create generator repair times that are ludicrously short, especially for solo generator standards.
- Stop making a generator speed increase perk that can be easy to use. They're as annoying as the slowdown perks that are also easy to use.
The Solution
- Nerf: Hyperfocus no longer activates upon using a Med-Kit or Toolbox.
- Nerf: Hyperfocus now loses all of its tokens if the Skill Check dial hits anywhere except the Great Skill Check success zone.
- Buff: To compensate for this loss, Hyperfocus now has the ability to increase the bonus wiggling progression speed by an additional 8%/9%/10% per token gained, and can now gain tokens while wiggling.
Comments
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Nerf: Hyperfocus now loses all of its tokens if the Skill Check dial hits anywhere except the Great Skill Check success zone.
That's way too much of a nerf. Its synergy with Stake Out is fine.
Buff: To compensate for this loss, Hyperfocus now has the ability to increase the bonus wiggling progression speed by an additional 8%/9%/10% per token gained, and can now gain tokens while wiggling.
Do you really want a Boil Over situation again?
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I like the first point, but the second is already a mechanic. The last thing I think is a no go.
My thoughts are this:
Hyperfocus:
You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.
After hitting a Great Skill Check while repairing or healing, Hyperfocus gains 1 Token, up to a maximum of 6 Tokens
For each Token, the following stack-able effects are applied:
- Increases the Skill Check Trigger odds by +5% per Token.
- Increases the Skill Check Bonus progression by 10/20/30% (or even nerf it to 10/15/20%) of its base value per Token.
- Hyperfocus does not trigger when using an item.
- Hyperfocus does not trigger with the effects of other perks.
Hyperfocus loses all Tokens when failing a Skill Check, or losing a health state.
This would make the perk good for anyone who can hit a skill check, but not overpowered. It would lose the ability to proc with tool boxes, and wouldn't work with Stake Out or Fast Track. It would still work with This Isn't Happening, as all it does is make the skill checks a bit bigger. It would gain tokens and add progress to Potential Energy while activating the perk, but it doesn't help the gen bar, so yeah. Autodidact would gain the benefit of increased skill check odds, but no other benefits since you get no great skill checks.
If I missed anything, lemme know.
Edit: Added losing a health state to ways to lose tokens, and that it has Autodidact synergy now. The faster speed of skill checks makes it very difficult to get value imo, so a good skill check won't make you lose it any more, and you keep tokens when you leave an action.
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Idk if you noticed, but you just buffed the perk actually.
Like killers complain about those combos, but hyperfocus is not worth it without the combos, its to hard keep the value up.
I assume you want the perk to be usable without those combos, but ironically you just might make the perk better, since you can be walking around with perma max hyperfocus tokens while the killer is chasing another survivor. And not be carrying around the expansive toolbox and get another perk slot.
The perk could get some changes to iron out his issues and abuses.
But honestly, the problem of fast gens is just BNPs.
BNPs are completely ridiculous, those things should not give progress to a gen.
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Hyperfocus is not such a strong perk, it just needs a little balance, better if: reduces efficiency (doubles the cost of charges when hitting a great skill check by half) repairing the generator.
I don’t see any visible problems with the medkits, the problem is only in the medkits themselves, I like to use medkits with sponges and addons for skill checks, as if I took the Autodidact perk
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It just needs to not work with toolboxes and stakeout. Stakeout completely removes all the skill from Hyperfocus that actually makes it fair and shaves way too much time off of gens. Hyperfocus on its own is completely fine.
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Even stakeout is fine imo, it requires a lot of time to actually build up enough stacks and the combo is taking up two perk slots.
The people who really hit gens fast with hyperfocus are using both stakeout and BNP, with BNP getting them their first stacks and giving them quick skillchecks afterwards.
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I think that hyperfocus is too hard to use perfectly for like 99% of survivor player-base. you have to truly outstanding to be permanently on hyperfocus 6 stack to get the true benefits of the perk. I can hit 4-5 skillchecks to get to hyperfocus 6 constantly but staying on it without missing skill-check is pretty hard. the skill-check dial moves really fast and great skill-check zone is pretty small in comparison. The stake out stacks allow you to stay at HF 6 stacks longer to get max reap burst benefits. that is not say that you cannot hit great skill-checks at HS6 but its pretty tough with such a fast dial speed. Your whole musicle memory for where dial is suppose to land really gets really mixed up. I imagine very few people can consistently stay at HF6 and stay on it consistently from start to finish on a gen.
you would have to make perk way easier to use because current version is so difficult that you need to use it in a burst-like form to get good rewards out of it. that is why I have theory that if they make This is not happening really strong such that it lower skill-cap enough for HF to be sustainable as bonus, you might see HF used over Prove thyself and Resilience for gen-jockey type players.
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BNP's only add 25% IF you hit the 2 skill checks, and they used to let you pop the gen in less time than Hyperfocus, so keep that in mind. they are much more balanced. I think if the entire tool box was consumed upon the BNP being used would make it more balanced however. I still think my Hyperfocus idea is balanced. Makes it less powerful and more usable by the average player.
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I personally don't agree.
BNPs only requires 1 add-on and 1 toolbox, and alone that takes 22.5 seconds of a gen. Its massive, there is no perk or item that gives you so much value. In my opinion BNPs shouldn't be a thing, they should have other effect that isn't gen rush.
Hyperfocus basically forces you to use 2 perks slots + good toolbox, and you need to charge one of the perks during the match. Even if the reward is good, which it is. The amount of resources a survivor needs to invest is way more bigger than a BNP. Thats why at high level you see good med kits and BNPs all games but it is kinda rare to see Hyperfocus.
But again, this is my opinion, just wanted to explain a bit better.
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BNP's have always been strong, they are Ultra Rare for a Reason. they already were nerfed heavily, same with Styptic Agent and Anti-Hemorrhagic Syringe. The only nerf they could do now would be making it consume hte tool box like the med-kit add-ons do. otherwise, it'd be useless.
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I would love BNPs to lock a gen to 50% progress, basically making them a counter to regression in some way.
I just feel that if we want the meta to change from regression vs gen rush, two things need to happen.
Killer regression needs to be earned through progressing the game and survivor should get more perks that counter regression but don't actually make gens faster.
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That's true, that's a good idea.
Brand New Part: It can make a generator work like new. Install to lock current gen progress. Only works up to 50%.
I could live with that. But I still think Hyperfocus should be less reward, less risk.
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