http://dbd.game/killswitch
Hyperfocus builds need to be nerfed because they can remove 30 seconds or more from a generator
Hyperfocus builds need to be nerfed because they can remove 30 seconds or more from a generator. Here are some things you can do to fix this:
1) Make toolboxes not give extra skill checks when hyperfocus is equipped. Having skill checks go from a 8% to 40% chance is too much
2) Stake Out should not erase mistakes for hyperfocus. If someone does a good skill check, then Hyperfocus should reset (Edit: Stake Out currently gives extra progress for a great skill check, and that should be fixed too).
Comments
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No one has replied because you are 100% correct. You nailed the thought process on the first try.
Those two changes would make Hyperfocus an equal option compared to say prove thyself.
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Yeah lets also spawn all survivors on the hooks right at the match start aswell.
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Proofs please ?
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The user and all related content has been deleted.6
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Replying my coment for same reason:
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Scott Jund made a video. Zubat has been doing it on his stream. Otz was testing it today on his stream. He finished a gen affected by Pentimento in 82 seconds while he was not even using all the right perks and did not have 4 stacks of Stake Out.
Scott and Zubat have finished gen in ~47 seconds in live games. That's stupid.
If you combine the perks in two man teams you can absolutely break the game. Have two people who run HF+SO. Have two people run streetwise+Prove thyself. Instead of having 90 seconds gens x5 it will be closer to 50 second gens. Needless to say this completely breaks the game because the survivor objective was already about two minutes faster than the killer objective.
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No. Its a gen perk. The killer role has a ton of gen regression perks. Let the survivor role have a couple that ACTUALLY progress gen times that aren't complete doo-doo butter.
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They just need to fix the hyperfocus bug where the 1% from stakeout is considered part of hte "base %" by hyperfocus, effectively making it twice as strong as it's supposed to be when they are combined.
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Did they overdo it?
Before 3.7.0 all great skill checks used to take 2% off a generator equal to 1.8 seconds of time on a generator. With 3.7.0, they saw fit to cut great skill down to 1% or 0.9s.
Now if a survivors gets 6 stacks on their Hyperfocus, they can be knocking of 2.8% or 2.52 seconds per skill check. This does seem a bit excessive when it can pair so well with Stakeout, toolboxes and even Unnerving Presence.
A slight nerf from its current 30% down to maybe 25% (for 2.5% or 2.25s per great skill check at 6 stacks) wouldn't be unreasonable.
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30s is literally base chase time. Theres a difference between 30s lost and 30s gained here.
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From my limited experience with Hyperfocus I think it's actually a bad perk since you'd rarely get more than 1-2 stacks but you have more chances to miss skillchecks, making it way inferior to Stake Out. The problem is when it's comboed with Stake Out and Tollboxes.
Personally I'd remove the synergies with those two and buff it a bit (like by making it so you don't lose all your tokens for hitting normal skillchecks, but only 2)
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Toolbox rework when?
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"Rarely", is basically an issue with the player. I've been getting insane value out of the perk without a toolbox simply by being good at hitting skillchecks anyways.
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And all camp-the-hook-from-a-distance killer powers should be disabled within 48m of a hook because they can remove players from the game too efficiently.
Hag, Nurse, Billy, Oni, Huntress, Trickster, Spirit... Even Wesker is hardly ever more than 2 Bounds away from a hooked survvior.
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You want to remove shortcuts?? Let's remove shortcuts...
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The game simply doesn't function without these shortcuts. Even if both sides had tunneling/camping & all gen speed up removed survivor would be way too strong. Blame bad game design maybe after a while they will finally have the game in a state that everything boils down to purely skill but I doubt that will ever happen.
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I've said it before, I believe the fix you're asking for was pre-applied. I think they added 10 seconds to gen timers in July specifically to create wiggle room for this perk.
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