Is Hyperfocus Actually Problematic?
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Did you 4k?
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It wasn't me
Also, no they didn't.
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Did you even read the replies or even the original post?
It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.
I literally made a reply stating that I am planning on making a post in regards to regression and generator speed-up, still trying to find the words to use with it since stuff like this is a very sensitive topic. But my general idea, if youd actually care to listen, is that both regression and generator speed-up need nerfs and/or limitations to diversify builds a bit better.
Also feeding into an "Us VS Them" yet again. I made if abundantly clear that I play both sides super evenly, Im not saying anything of this because "Im selfish" or "want easier games", Im saying this because I am actually concerned for game balance.
Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit!
Hey, guess what, I use controller and play on last-gen Consoles. It's not as terrible as you make it out to be, hitting the first 3-4 great Skill Checks is insanely easy to me personally, the rest I entirely rely on Stakeout though. Because again, remember, I did state that I use Hyperfocus a lot, it's one of the first shareable perks I went for.
When comparing to a similar perk for killer, Save The Best For Last: killers can swing, miss, and still retain their stacks.
Horrible example imo; Save The Best For Last is punished whenever hitting the obsession, you are basically given a single survivor that you arent suppose to go for leaving them more room to do generators and others stuff without restrictions.
Also swinging and missing is it's whole other thing, you are punished by default since the survivors makes distance on the killer for a missed swing. Basekit mechanics meant to punish poor gameplay should not be further punished by a perk... in comparison to Hyperfocus, you are punished for getting off the generator or hitting a good Skill Check, you are not punished by basekit mechanics in that instance.
Survivors are not getting enough reward from it in comparison to killers.
30+ seconds off of a generator. I get that generators are an absolute snoozefest, trust me, Ive done enough generators to where I just turn my brain off while doing them. But 30+ seconds off a generator isnt something to sit here and downplay. Some stuff on both sides are incredibly overtuned and using "well this side has ____, so let us have _____" is a horrible design and balance choice. Just because something might be problematic doesnt mean that having more problematic things to counter it is good balancement, it just leads to more issues in the long run, which is one of my main concerns.
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so run a hex?
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I think it's funny people consider these builds problematic. If the survivors are dumping 6+ perks into builds that will fall flat against 1/2 of the killers in the roster who cares?
I've used it, and it's nice, but it won't save you in solo Q. 10-15s of gen time is trivial when most games of DBD are won or lost by a landslide
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That's an issue with SoloQ more than anything. I do hope SoloQ gets major quality of life.
Also again, I dont think generator speed-up is fine the way it is, nor do I think regression is either; but at the end of the day I comes down to a matter of opinion. Some will agree, some will disagree, some will listen, some will ignore, but the least I can do is provide perspective and insight behind my mindset... that was the whole point in the original post and even my response to Sluzzy.
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I just don't see it as an issue. Even as someone who has had the luxury to just sit there in a 40m terror radius and endlessly pound stacks into a gen. If you have this build, you are lacking in other areas. You will either be less potent in a chase, or more susceptible to quickly being eliminated through camping/tunneling.
Dropping 2x perk slots and then praying the killer has a big terror radius and it's a small map isn't a good strategy. It's a meme at best for solo's and only will shine in the hands of a 4 man SWF; who could be running other equally as strong setups
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I think that would rely too much on rather the killer tunnels or not. Surprisingly, not everyone does it, I am one of those people. And furthermore people really want camping and tunneling to be pushed into a position where it isnt required and rewarded as much as going for hooks. I wouldnt say things are as simple as "killer can tunnel = perks are fine", because from a realistic sense it opens up the door for both sides to bicker and fight over gameplay styles (regardless of rather one sees them as distasteful or not)...
A lot of this argument relies on poor game balance and frankly we could go on forever about the never ending nuance I guess, "but with this you can do this", "but with that you can do that"... again, a lot of this relies on subjectivity at the end of the day, everyone has their own opinion. I made this very well known in the original post.
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Killers have had regression perks for ages. Removing all gen perks simply because survivors have Hyperfocus seems like a step towards stale gameplay. There is no point to want perks if nothing can change or help with the objective. Survivors have never had perks to help with gens, the perk they got (forgot the name) that speeds up the gen when others are dying is very very very very bad. At least Hyperfocus is something you can always work for and its effect is negligible. I don't think killers want their regression perks gone, I believe a Tsunami would crash into BHVR headquarters if that happened. It is so ingrained into killers to crutch on regression perks it would be like completely removing all exhaustion perks. At some point, we need to stop talking about balance. A little perfect balance should be sacrificed for fun factor. This is why playing survivor side is unrewarding and stale because there's been so much fun sacrificed fo make it balancing around only a tournament-like SWF can beat killers.
I don't think it is quite 30 seconds. Even if it was, have you read the perk description for Eruption? It actually stalls the survivor for a very long time, 25 seconds PLUS it removes objective progress. More often than not, the survivor will leave the gen and do something unproductive which means Eruption actually stalled the objective progress way more than that.
I thought STBFL is similar since you get stacks for doing your objective but my point is that it doesn't lose stacks for getting a down like Hyperfocus does. I wish it didn't lose all of its stacks for finishing a gen. I don't like survivor perks constantly punishing you for doing well.
For any killer complaining about Hyperfocus, you have Eruption that is even more potent. Killers that are good at getting downs and using gen regression are still overpowered and Hyperfocus will never save a survivor.
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The perk isn't problematic on its own, and I don't think the synergy with Stakeout is an issue either. Toolboxes -- maybe.
I've gone against survivors running the combo as killer and noticed gens seemed to go a little quicker than normal, but I can't think of any matches off-hand that I said, "I can't win -- the gen speed is too busted due to the perk" (possibly because my opponents weren't getting the Stakeout tokens and/or hitting the skill checks, or they didn't have souped-up toolboxes to go with it). I've definitely noticed more survivors running the combo now since it's getting more notice from content creators.
I've been running it steadily as a survivor since Day 1, and I'm finding that I actually am getting better at great skill checks (even though I'm running Stakeout, I'm always trying not to use the tokens), so I like the challenge to improve the perk provides. That said, for anyone who thinks gens can't get done quickly, especially with that perk combo and PT and a toolbox or two? My first solo round tonight on Lery's, with my running the combo but none of the other players doing so (though one had a yellow toolbox with a BNP) and me bringing a Commodius, socket swivels and a wire spool, and Prove Thyself, the first gen was done in **34 seconds**, and three gens popped in barely over 2 minutes (with the killer getting a down and a hook in that time, so it wasn't as if they were AFK). The killer DC'ed at that point.
Not every match is going to go like that, however. Before the devs start wielding a nerf hammer on anything, I'd rather them wait and see if matches like that one are the exception and not the norm.
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Again, I feel as if you completely ignored what I said yet again. I have mentioned how I want certain aspects of the game changed yet you act like Im only mentioning stuff from the survivor's end of things.
And making the game a lot more balanced doesnt necessarily mean removing the fun from the game, it only means that both sides dont feel punished for aspects of the game outside of their control. I have stated this before, and I will state this again, Im not trying to have perks gutted on either side. I want the game to feel more manageable for both sides, I want people to feel like their actions actually have impact without throwing off the balance entirely or making the other side feel awful as a result.
Overall I disagree with "at some people we need to stop talking about balance". Balance is everything for a game. The game can be balanced and be fun. The game can be unbalanced and still be fun. But there are still situations for both sides in which players feel as if the game is not fun or isnt manageable (tying back to what I mentioned earlier in this post); my goal is to reduce that in the overall broader picture, the original post is one small step in a series of small steps. Realistically you cant reduce it entirely, not everyone is going to be happy, it's just how things are, but the community is full of discord and disdain towards the direction the game is taking, and just like anyone else I am going to voice myself.
And besides, if you go through 95% of player's post history, including your own, there are going to be posts in regards to game balance. You cannot sit here and act like balancement isnt important when it clearly is a touchy subject for most people, including someone like you (yes I have seen a lot of your posts and the stuff you say, Im not saying this as a personal attack, Im just speaking to speak here). I am speaking with my experience to try and make the game better for both sides.
Better put, there are two sides to every coin. Sometimes you land in the middle, sometimes you land on either side. And despite not always hitting the mark, my aim it towards the middle. Where exactly is your aim?
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I can't see the problem
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