Hyperfocus Has too Much Synergy – Dead by Daylight



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40 thoughts on “Hyperfocus Has too Much Synergy – Dead by Daylight”

  1. Nah, it's fine. Survivors are too addicted to their medkits to bring a toolbox. If survivors want to gen rush, there is nothing stopping them from doing it now with Commoedius and Built to Last and Leadership. This is just another "in perfect conditions, this perk is OP", like the 5-hit endurance panic of 2022. RIP DH.

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  2. Scott is becoming the next tru3 talent…complaining about every strong survivor perk but gets excited when killers get an obvious OP perk. Only reason he doesn't care about the perks when he plays survivor is cuz all he does is meme builds.

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  3. I mean if it takes 60 seconds to get 4 stacks of Stakeout. And it saves you 45 seconds on the gen… that doesn’t sound so broken to me… Especially since you need a toolbox and to hit the skillchecks and two perk slots.

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  4. A little correction; Toolboxes don't give 50% bonus skillchecks, they buff the original rate of Skillchecks (8%) by 500% which comes out to 40%. Add 12% from Hyperfocus and you get 52%.

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  5. I'm gonna admit I was only paying half my attention to Scott because I was watching the gameplay (I was listening to what he was saying), and even though the clip is looped, Zubat does 3 1/2 gens in 3 minutes by himself, mostly with a toolbox.

    Now imagine as a Killer chasing one person for one minute and losing 3 gens. Then another like, 30 seconds and you lose the game. That's how ridiculous this is.

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  6. gens are boring, bhvr gives you the ability to do gens fast, that is too good, bhvr nerfs it, gens are boring.

    we arent winning this fight it is either one of the other they arent gonna fix the core issues of it.

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  7. Rebecca perks are all really good, even though better then new is no where near broken as the other two the fact it only activate’s the 6% when you touch something first makes it good, Rebecca might be the first survivor with all good perks but that just my opinion.

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  8. They could simplify it by just having it grant tokens upon great skill checks, lose a token on good, and fully depleting on a fail.

    * Tokens would give something like 2/2.5/3% Heal/Repair speed with a cap of maybe 5.

    A tangible increase in speed that's not super powerful yet rewards skilled play.

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  9. I was just upset that we got another gen perk. I instantly thought about how it would be so good for healing if you didn’t lose stacks between heals. Personally I’d rather it be buffed when used on heals maybe 40% of the base progression and you don’t lose stacks in between heals or you only lose a couple. I feel like if you made it where it worked like this but only on heals it would be sort of like a more usable but more skillful autodidact. You could use it on self healing and would get big bonuses as long as you didn’t miss.

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  10. Nah it's too good let's nerf hyperfocus so the first 10 great checks reduce the Gen progress by 5 percent. Then it'll be like auto didactic. But toolboxes are definitely too strong as well I think toolboxes should only work on hooks. Same with medkits all medkits should only have 8 charges and only be used for other survivors. Then flashlights are way too broken let's make light born a base mechanic. Maps should only be able to track things if you're within 8 meters and have it in line of sight. And idk why Keyes are even able to open hatch I can't stress enough how annoying those are all my potential 4ks that get ruined cause someone had a key. Don't even get me started on the other survivor perks I mean wow talk about op. And why does dropping a pallet on to a giant unstoppable monster force of killers stun them. The pallets should just break and slow the killer down for like 1 second. I hope the devs see this comment so they can finally bring survivors down a peg.

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  11. Personally I don't think it seems so strong that it needs a change. Without a toolbox the numbers aren't strong enough to even warrant using it even with Stake Out. If it's interrupted in some way you lose stonks. And sure in the best case scenario it can shave off 40 seconds. Your shitty Yellow Toolbox with a wirespool and scraps shaves around 15 seconds by it's self without hitting any greats. If you ignore the fact that Hyperfocus gave you 12% more frequent skill checks at max stonks. You hit 11 Great skill checks. without the hyper focus bonus. You saved around 26 seconds doing that gen. Dedicating a full build, and having the stars aligned if it can save you can do a gen that fast, so be it. All it takes is one interrupt and that build becomes almost hot garbage in my eyes. It's an all in sort of perk high reward, high risk.

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  12. I completely agree. All they need to do is to make it not work with toolboxes. I REALLY hope they don’t actually nerf the perk itself, because this is one of the more interesting perks out of the 9 we are getting. Please god I hope it doesn’t get nerfed.

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  13. I think something to help perk health (not game health) is how perks can be combined & utilized together.
    I had the realization that as this game gets more perks, the more this game resembles something similar to that of a card game – or a game like Phantom Dust (which is basically just a card game)
    Whether you look at Yu-Gi-Oh / MTG etc, you'll often find the best decks are the ones that have a lot of synergy for the overall playstyle – but the cards themselves do very different things.
    So in a DBD context, I think we need to introduce new limitations so not every perk can be combined together. In a card game, it's a duel – but here, a survivor is just 1/4 of what killers have to go against. So adding limitations means survivors require overall synergy between teammates and all of their perks combined – not just going solo.
    The issue with the perk design is players are only incentivised to equip the strongest ones. But that's where we start to see things like the endurance meta.

    The change that we need is a perceptive change – so no longer can you stack one or two effects together and call it a 'build', but see what variation of effects can be combined for specific ways of playing.
    So here are the limitations:
    Amplifier perks (like: Resilience, Hope, Self-care, Self-aware etc) – Perks that are very one dimensional on their own, but can be equipped with any combination of perks.
    Effect perks (like: Endurance, Haste, Progression Speed, Healing) – Perks with stronger effects or that are more 'situational', which cannot be equipped with another perk of the same effect.

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  14. I think the core problem is synergy with stake out, not tool boxes, this perk should rewards your "skill" when hitting skill checks, and stake out eliminates that part almost entirely.

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  15. Your suggestion is good to not have it work with a toolbox. But if I know BHVR, I can almost guarantee they will not be doing that and instead will be making it not synergize with Stake Out.

    They absolutely hate when perks have synergies. TBH I am surprised that Dance with me still works with Lithe, even though it's about as mediocre as you can get.

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  16. nah because imagine a commodious with both charge add-ons with built to last paired with this stuff, it already goes 50% on a gen, i cant imagine how much this combo gives..

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  17. Im amazed scott is useing a timer this time instead of just yelling random number like last time. "Botany buff gives you 5 second heals!" When his heals were 8 seconds. Scott had a massive hand in further nerfing Botany (the initial +17% but removal of efficiency was an overall nerf), watch this perk get nerfed because Scott said it was OP.

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  18. Thanks for covering this, and yeah I completely agree, I've seen this perk used so far and sometimes, it can definitely feel weird.

    Just not making it work with toolboxes will shift from genuinely broken, to powerful if used right. Which, is always the best space for perks.

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  19. it is definitely NOT op. op things are strong in a variety of situations, this is strong in 1 niche moment that takes half the match to set up with extremly high risk that if you mess up it takes forever to set up again. It's fine the way it is; rewarding high skilled play while not really punishing low skilled play.

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  20. Knocking down a 90sec solo gen to 43sec solo… is absolutely ridiculous. BHVR's incompetence is showing yet again, hard to keep count now. I am currently on live already facing 3-4min matches due to gen rushers… Imagine this becoming meta. 2min matches after a 15min Queue. Fun times! They really seem to want to kill killer. No more killer, just survivor guys! Repairs and escapes for everyone!

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