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Corrective Action rework can't go live (very dangerous)

Chocolate_Cosmos
Chocolate_Cosmos Member Posts: 5,735
edited September 13 in Feedback and Suggestions

SWF groups very easily abusable.

Jump on same gen with two guys who will keep missing skillchecks with toolbox and hyperfocus to get infinite value and gen rush ezi.

Post edited by Rizzo on

Comments

  • Xernoton
    Xernoton Member Posts: 5,842

    Agreed. That was literally the first thing I thought of when I read that change. It might be rare but it will be horrible.

  • WeenieDog
    WeenieDog Member Posts: 2,184
    edited September 12

    I guess we'll have to see but I'm assuming it would be like skill check > fail (hyperfocus reset)> corrective action (!)

    So does corrective action set hyper focus to 1? Or is it like if another person entirely were to score a great and all you get is +1%.?

  • Massquwatt
    Massquwatt Member Posts: 439

    It's yet to be seen how corrective action will combo with other perks. I'm glad it's getting a buff but if it works with Bardonic inspiration (once that gets fixed) I can see it being a problem. Hell you could pair Bard with Stake out yourself so you and your partner can get a few fat skillchecks too.

  • jmwjmw27
    jmwjmw27 Member Posts: 436

    So bringing two corrective actions to double on a gen to get greats for free instead of just hitting them through skill?

    I don't really see that as a problem. Hell, let it go to PTB and if it turns out that hitting every great with hyperfocus/stakeout is too good, then that combo can be attuned or the synergy can be removed. Once I got the hardware to run DBD at the highest framerate and adjusted to it, it was not that difficult to hit great skillchecks. Might as well let console / lower end players have an easy way to hit greats.

  • solarjin1
    solarjin1 Member Posts: 2,154

    two people stacking on gen will finish it before hyper focus even reach 6 stacks. Hyper focus completely trash unless u at max stacks. Might as well u resilience.

    6 great skill checks with hyper focus will save u 9.45 seconds. Every skill check after that save 2.5. Double that if u got a stake out with at least one token. Again u better off killing a single gen by yourself then stacking with hyper focus

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    I do not like the idea of there never being any sort of consequence for missing a skill check, rather there being a benefit for being bad at skill chekcs… so now, gens can fly because you aren't good at skill checks, but these perks are still locked behind paywalls…

    Yet another way to buff the strongest players but cut out the weakest ones. This isn't how you do perk variety. At the very least this rework should NOT work with any other perk that affects great skill checks, that's way too much.

  • Reinami
    Reinami Member Posts: 5,525
    edited September 12

    You are missing the synergy here. If you have 2 survivors on the same gen, both with hyperfocus and this perk, they just intentionally miss the skill check. Then their missed skill check becomes a great one, which does 2 things:

    • Increases hyperfocus stacks
    • Gives them another token for their partner to miss their skill check.

    So basically you both just work the same gen and spam spacebar intentionally missing the skill checks. Hyperfocus stacks happen, and you keep getting tokens of this perk because it makes your failed skill check a great one. Top this off with something like prove thyself on one of them and some toolboxes, and you are looking at a solid 20 second gen.

    Correct, it removes it, in normal circumstances. This perk will allow it to be a great skill check.

  • Reinami
    Reinami Member Posts: 5,525

    The current version consumes stacks of stake out making it a great skill check. There isn't any reason to think it would work differently.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,914

    please keep it

    For 3 years it was the worst perk in dbd history and now it could actually be a amazing perk

  • ChaosWam
    ChaosWam Member Posts: 1,842

    Hopefully it doesn't work the way I think it does, because Corrective/StakeOut/Hyperfocus on 2 people is going to absolutely tear through gens.

  • Crowman
    Crowman Member Posts: 9,517

    I don't really get making it a free great for missing. It being a free good for missing was fine. Making it an aura instead of being attached to working on a gen with someone else would have been fine buff to the perk. Yeah it wouldn't see a lot of use in high MMR games, but I question trying to make every perk equally useful in every MMR bracket. It's fine if some perks see more use in lower MMR games compared to higher MMR ones.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    Here's a deal: We can have this change go live if we bring back and unnerf ALL the generator control Perks, while also buffing less strong generator control perks.

    If one side gets super strong gen stuff, the other should also get it. It's otherwise unbalanced and not OK.

  • Reinami
    Reinami Member Posts: 5,525

    I'd rather the game not be balanced around taking specific perks, because then all that means is that you see the same dozen or so perks every game.

    I'd rather have a world where tunneling and camping is a thing of the past from a basekit perspective, and killers get some basekit mechanics to actually defend gens. Then you'd see a larger variety of builds.

  • ratcoffee
    ratcoffee Member Posts: 1,475

    All they need is to make sure that the "corrected" skill check doesn't recharge it and it's fine tbh.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    it depends how it works because my impression was that 8 meter change makes the perk not stack, like prove thyself. in other word, only 1 person can be affected by corrective action.

    if it feeds into itself than i can see what you mean by the perk being strong in a swf that runs all 3 perks and stacks on generators since you would have unlimited tokens. at the same time, co-op gens is relatively fast such that i think you might finish gen before hyperfocus ever reaches 6 stacks. More or else, just another variation of gen-rushing by SWF. i don't think soloq will ever be using this, not until they buff the ability to see teammates perks which they still haven't done that basic change because it will take years.

  • Nazzzak
    Nazzzak Member Posts: 5,661

    That's why we have PTB to test these things

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682
    edited September 13

    The point of me saying what I did was to point out how ridiculous it is to ask for THIS change, which can unfairly give literal progress and benefit for FAILING to do something enough times, but not also allow the same for similar changes also decried as hand-holding. Either we all get it, or nobody gets it.

    I too believe nobody should get it, and there should instead be basekit things to allow breathing room for Killers but also freedom from sheer amount of tunnel-camp for Survivors. But BHVR doesn't seem to think that way.

  • Reinami
    Reinami Member Posts: 5,525
    edited September 13

    Right, it doesn't "stack" in the sense that you think of, but basically if you run the perk, it corrects the failed skill checks of everyone else nearby and makes them great skill checks, and consumes a token right?

    So imagine a scenario where survivor A and B are both on a gen and they have hyperfocus and this new corrective action.

    Survivor A:

    • 3 stacks of corrective action
    • 0 stacks of hyperfocus

    Survivor B:

    • 3 stacks of corrective action
    • 0 stacks of hyperfocus

    Survivor B now fails a skill check, it becomes a great skill check, what happens?

    Suvivor A:

    • 2 stacks of corrective action
    • 0 stacks of hyperfocus

    Survivor B:

    • 4 stacks of corrective action
    • 1 stack of hyper focus

    Now survivor A fails a skill check, it becomes a great skill check, what happens?

    Survivor A:

    • 3 Stacks of corrective action
    • 1 stack of hyperfocus

    Survivor B:

    • 4 stacks of correction action
    • 1 stack of hyperfocus

    And repeat. Failing a skill check as survivor B, gives Survivor B a stack of hyperfocus, AND a stack of corrective action while removing a stack of corrective action from Survivor A. And vice versa if survivor A fails a skill check.

    What this effectively does is, each survivor can continually fail a skill check, which then becomes a great skill check, and they get their stacks back, and now they can both infinitely trade off their corrective action stacks, while also gaining hyperfocus stacks. Which in turn causes the probability of skill checks to go up, which in turn gives them more great skill checks, and so on.

    This creates an "infinite" scaling combo (infinite in the sense that, the combo is permanent, but the gen is not) where they can trade their stack back and forth, while making the gen go faster and faster.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820
    edited September 13

    right so i don't think it works like that. two people using the perk would give infinity stake out type tokens. i have feeling that only 1 person can correct another person's skill-checks

    so for example if survivor 1 start gen A and survivor B comes after.

    Survivor A can generate corrective action stacks for survivor B to use but survivor A missing skill-checks would explode gen. Survivor's B corrective action will not work. if it doesn't work like that, BVHR will likely change the perk before release.

    they won't allow you to just mash spacebar and get infinity loop hyperfocus by spam failing skill-checks. I consider it a nothing change because it is either too strong and they change it or it is whatever change that has no impact.

    The survivor perks seem fun to play around with but killer perk feel like nothing changed. it is like they turn D tier and F-tier perks and upgraded them to C-tier. Not even average perks. To put it bluntly, i have look forward to nothing on killer side in this update. They think predator is such overpowered perk that it need cooldown's. BVHR is just being silly.

  • Reinami
    Reinami Member Posts: 5,525

    That's not how it works when both survivors take the perk. Just read the perk. It corrects OTHER survivors actions, this is true, so if they BOTH run it, why would it not work?

  • GroßusSchmiedus
    GroßusSchmiedus Member Posts: 555
    edited September 13

    Predator has been bad since 2016, so it should make survivors start in the dying state, increase generators that need to be repaired to 1000, give permanent aura reading and instant mori like Myers tombstone.

    Would be fine according to that reasoning you gave…

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    i am thinking that the perk works like prove thyself where only one instance of the perk can work due to that new 8 meter change. something to test in the PTB. Like i said, if it is too strong in PTB, BVHR will change it such that it is not a problem.

  • Reinami
    Reinami Member Posts: 5,525
    edited September 13

    Prove thyself works on all survivors and specifically says it does not stack

    The new corrective action says nothing about not stacking:

    But even further than that, it's not really a "stack" by LITERAL TEXT it says OTHER survivors get the effect. So why would 2 survivors running it not make it work? The distance on either perk is entirely different mechanically.

    In either case, you are missing the point, the thread is literally pointing this out, and warning the devs about it.

  • SoGo
    SoGo Member Posts: 1,304
    edited September 13

    I think that maybe we could wrinkle out this potential threat by reworking the way Corrective action gets tokens.

    For example: You can only get tokens when repairing alone.

    This would kill it's potentintial with 2 survivors and Hyperfocus.

    Or add a condition, that only one instance of Corrective Action can be active. Similar how Leader works.

    Or, if it's possible, make it so while Corrective action turns failed skill checks into greats, for other perks it still counts as a failed skill check.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,931

    Throw in Deadline for the lulz for even more gen speed shenanigans. At this point, we're gonna start having gens completed within 15 seconds.

  • maipace
    maipace Member Posts: 19

    I too am concerned about this issue.

    Furthermore, if these two people had “total concentration”, it would allow for even faster generator repair

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    I am really sick and tired of generator control constantly getting the nerf stick but Survivors just get more and more and more genrushing tools to play with. This is NOT how you make gens more interesting for Survivors. It's how you make the game so tedious for Killer nobody will eventually want to play Killer.

    This isn't how you balance for Killer buffs. This is how you kill a game.

  • SoGo
    SoGo Member Posts: 1,304

    Make it so that everything outside of gens counts the corrected skill check as failed. Problem solved.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,931

    At least we have a chance to have it changed while on PTB.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 232

    Stakeout + Corrective Action + Hyperfocus
    You miss you get a great
    You get a great either naturally or via stake out good you get a corrective action
    Team play this becomes gen rushing very fast with no toolboxes needed.