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This is Not Happening: Rework

Nos37
Nos37 Member Posts: 4,141

[Removed] - Old effects.

[New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1, up to 6/9/12 per generator.

Comments

  • Archol123
    Archol123 Member Posts: 4,634

    That is way too much of a condition for such a mediocre effect to activate...

  • Nos37
    Nos37 Member Posts: 4,141
    edited June 2024

    Thank you for saying this! I toned it way down because I thought the immedaite knee-jerk repsonse would be "no, too op!"

    At first I didn't even have an upper limit to how many charges could be removed, but perks need 3 different tiers of effects so I threw that in.

    How about this?
    [New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1/2/3.

    Honestly, the big downside of this new effect would be its incentive for killers to tunnel.
    "What if they have This is Not Happening and now they're gen-rushing me? I have to remove them from the match!"

  • Archol123
    Archol123 Member Posts: 4,634

    Generally speaking the killer will already want to get rid of you when you injured and on deathhook, so I don't think this perk would be much of an additional incentive to do so. I guess it could be okayish this way, you still need to consistently hit great Skill checks, which the vast majority of players is not able to do and given that you might get like 5-10 skill checks per Gen on a solo Gen the effect will still be rather limited and other perks will probably help you more overall. But I guess it could have its uses in that version.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i think hyperfocus+this is not happening has potencial to be decent combo but i think the number of this is not happening are too low. if they buffed numbers by even a little bit like 30%→50% and removed injured condition, i think i would consider using this perk as my prefer gen progression build. i wouldn't run 3 or 4 gen perks as i find it too risky but just the two perks would be really good.

  • Archol123
    Archol123 Member Posts: 4,634
    edited June 2024

    That would be really strong if you have both things... Hyper focus, this is not happening, stake out, resilience/streetwise and a toolbox and you will slam gens solo in less than 50 seconds...

    To Do that currently you need to be at least somewhat decent at hitting skill checks, with bigger zones though it might become more accessible to otherwise weaker players.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited June 2024

    in practice, hyperfocus doesn't need any support perks to be good. you just need to hit every single skill-check without fail. So i would argue that any other progression perk are overkill/waste.

    it is just that hitting 30 skill-checks in a row with hyperfocus 6 is too difficult. as a result, most player cheese hyperfocus 6 with stake out. This is not happening is perfect perk synergy for Hyperfocus, unfortunately the perk numbers are a bit too low to prove any use.

  • Archol123
    Archol123 Member Posts: 4,634

    Nobody is good enough to hit every single great Skill check, especially when they become faster... It might be theoretically possible, but not in practise... On top of that does stake out not also give you increased value on greats? And it also helps you out if you miss one, which will happen, because nobody is perfect.

    I would not call it cheesing when you use a synergy... I don't think there is a single person out there that can hit 30 hyper focus skill checks in a row without any other perk to help them out... Aside from the obvious part where you won't get 30 skill checks while doing one Gen...

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081
    edited June 2024

    I don't want a "reduce gens repair requirement" perk trend. It's so risky to change gen numbers on the survivor side, those type of perks will show their true potential especially in high level gameplay where survivors are very efficient (even if the killer is also very efficient, gens can fly by regardless). Plus, gen buff perks are just boring in general (gen nerf perks on killer side as well). That's my take.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    that what this perk called This is not happening is suppose to do. it is suppose to make skill-check easier to land. the number are under-tuned.

  • Archol123
    Archol123 Member Posts: 4,634

    You just started of by saying in practise you don't need anything else than hyper focus... Why are you going back on that now?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    So i would argue that any other progression perk are overkill/waste.

    I stated any other progression perk. This is not happening is not a progression perk. it makes skill-check easier to land. you don't need any other progression perk because the longer an interaction takes, the more skill-checks you get meaning you'll have more chances to gain progression assuming you stay on hyperfocus 6 for entire gen with 0 misses.

    an analogy is autodidact. if you have +150% healing speed, the faster you finish heal, the less odds you have to get autodidact, the less impactful the perk is. it works opposite way as well. If you are healing during a -50% healing speed decrease, autodidact is more potent. Hyperfocus is similar thing for gens.

  • SkeletonDance
    SkeletonDance Member Posts: 553

    Just make it work any time and it's gonna be fine

  • Archol123
    Archol123 Member Posts: 4,634

    That's not how it works though, that would be assuming that the other progression stuff does not still make the gen faster… If you don't get more skillchecks because the gen is already done that is a good thing? Your goal is not to have as many skillchecks as possible but to get the gen done quicker, so I don't really understand what you mean… "The gens get done quicker so less skill checks" does not even make sense for autodidact, sure you will get less value out of the perk, but overall you will still get the heal faster than normal…

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited June 2024

    stacking gen perks is good for like world record gens but i don't think it is practical for a survivor to use more then 2 gen progression perks. It is better to have combination of chase anti-tunnel perks and gen progression.

    Something like 2 anti-tunnel(chase perks) like Dead hard+Decisive strike with 2 gen progression is ideal.

    this is because chase perks and gen progression perks multiply by each other.

    For example, if you use dead hard and waste 30 seconds of the time. 30 second of extra chase is multiplied by say Deja vu. 30 x 0.06 = 1.8 seconds. when you multiply this by entire team, like 3x, it is effectively 36-37 second chase. if all 4 survivors have it. 7.2 x 3 = 21.7 seconds. so a 30 second chase is like 51.7 second chase in effective time waste. the time added to the chase for killer is far more impact than stacking gen progression. I could many other examples like Lithe, sprint burst, balance landing so this applies to most good exhaustion perks if used correctly.

    This is not happening+hyperfocus is just another alternative gen progression choice. there is many gen progression choices. Like Barbic inspiration+Prove thyself is another choice. Deja vu is another choice, resilience etc.

    Of course there is streetwise+build to last with toolboxes in swf that outclasses everything but that is item-balance. what do you expect from item balance? shrug.

  • Archol123
    Archol123 Member Posts: 4,634

    I would say it fully depends on the numbers and you don't necessarily need anything but such perks if you are good enough, if your whole team does solo gens within 40 seconds what do you need anti tunnel for? The game is over in 2 minutes anyway in that case...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    while i do think that gen progression perk are strong for survivor, i would not consider them broken. I do however think that toolboxes are very over-tuned with perk synergy. I also share this community opinion with med-kits that med-kits are over-tuned and when they are combined with second-chance stacking builds, they're very obnoxious. I don't think anyone enjoys playing killer when the team has Exhaust/Decisive strike/Unbreakable(Abuses pallet-stun tech with slugging)/Adrenaline with Med-kit with Syringe. You can argue that you don't really need gen progression when the entire team has 4 second chance perks and instant-heals mid-chase.

    I don't consider item balance for survivor. survivor items is are wildly outdated in dbd 2024. They're just very poorly thought out mechanic. I don't think the item balance should prevent dev from making perks playable. I.E Decisive strike should not be balanced around Med-kit Syringe. Decisive strike should not be 1 second stun because purple syringe can give borrow time for extra 5 second. Just the same that Hyperfocus should not be balanced around toolbox.

    It would be good idea to nerf med-kits to the ground(such as removing self-heal option) and adjusting toolbox numbers in combination with reworking build to last/scavenger +nerfs to streetwise but that another can of worms to go through when nerfing survivor crouch mechanics.

  • Archol123
    Archol123 Member Posts: 4,634

    I mean sure, you dont necessarily need strong build A. because there are also strong builds B-H, and it is also fair that people tend to not want to play against the most busted stuff… But that is not what I said, whether you prolong chase time or are more efficient with the current chase time does not change the outcome of "gens are done when chase ends" and I would even go as far as to say being faster on gens is better because more ressources are stil up then.

    Yes items are a weird thing, they are just the bp sponge, same as killer addons so people have something to spend bp on from a balance perspective they are questionable at best.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    I enjoy using hyperfocus. to some degree, i can land a lot of skill-checks on hyperfocus but it is tiny bit too stressful to use. that is why i wish This is not happening was improved a little bit to make the perk a little less stressful. Hyperfocus is also fun to use as survivor. it makes gens more interactive.

  • TheRealConsent
    TheRealConsent Member Posts: 248

    Yeah, but this perk would punish killers (like me) who don't tunnel unless forced to. It's already punishing to leave someone alive, no need to make it worse.

  • Archol123
    Archol123 Member Posts: 4,634

    Sure, but I would prefer if there just were different mini games instead of only skill checks for the generators…

  • SolidRazo
    SolidRazo Member Posts: 123

    I would like to suggest my version which is just basically buffing its current effect from minimal to substantial

    This is not happening: Success zones get 50% bigger while injured, and increased great skill check reward to 5% bonus progression from 3% on generators 

  • Archol123
    Archol123 Member Posts: 4,634

    What do you mean 3% to 5%? Is the base value not 1% progress on a great Skill Check? 3 or 5% would be massive, gens would fly, combine that with hyper focus and one skill check can take like 10% of a generator...

  • SolidRazo
    SolidRazo Member Posts: 123

    oh yeah you right I read the wiki and mistaked the healing skill check with the repair skill check

    Correction: increase skill check bonus by 1% extra

  • Senaxu
    Senaxu Member Posts: 494

    I would be more in favor if the perk simply converted the instant skill checks when leaving a generator so that they worked like an overcharge skill check.

    But that would probably be way too strong. So it probably remains a wet dream