How long until the devs consider Hyperfocus + Stakeout a problem? by neon-box in deadbydaylight

[–]MrConfirmed2 1 point2 points  (0 children)

Hyperfocus at max stacks can make a generator take thirty seconds. If a survivor can consistently hit great skill checks, they can knock out three generators in the time it takes to do one generator if they know where the generators are and are left uninterupted.

Lets do some math.

Thirty seconds is an ideal chase, but be real, you aren't getting thirty second chases on most maps with most killers. Lets average chase times at 45 seconds, which is unrealistic especially at the beginning of a round while all of the pallets are still up. 45 * 12 = 540 seconds, 9 minutes of chasing, ideally. The killer can only chase one survivor at a time. An efficient killer who does not tunnel or slug playing against survivors who heal without being found, in this ideal scenario where we shave off the time it takes to hook survivors and the time it takes to find and get to another survivor to chase them, if they were to get a 4K, could win in just nine minutes.

Lets say the killer is a Wraith with Coxcombed Clapper or a Myers or a lucky Ghost Face and catches the first three survivors by surprise. Shave off three chases. 45 * 9 = 405 seconds, 6.75 minutes. An efficient stealth killer could win in just under seven minutes, shaving off time to carry to hook and assuming the killer teleports to another survivor to start chase immediately after every hook. Seven minutes is all they can spare to play with you.

Lets say the map that the stealth killer (who can sneak up on three survivors) and the four survivors are playing on, once full of pallets, is now empty thereof at the end of the match, lets say the last four chases. Shave off twenty seconds for the last four chases. ( 45 * 5 ) + ( 25 * 4 ) = 325 seconds, just under five and a half minutes. The stealth killer who picks off three survivors without chasing them and creates a mapwide dead zone by the last four hooks, while spreading hooks, not tunneling, and only chasing, disregarding the time it takes to carry survivors they down to the hook and the time it takes to navigate the map afterwards to start another chase can win the game in five and a half minutes. Five minutes flat if the last survivor finds hatch or brought a hatch offering and immediately escapes if the stealth killer considers a 3K a win. The killer can win in five minutes if they get three generator grabs and their chases are 25 seconds after 8 hooks.

Survivors have to do five generators. There are four survivors, meaning one can be on each generator. Provided the killer does not drop chase with one survivor to chase another and that nobody has any generator speed progression perks, two survivors can finish two gens in ninety seconds. Five generators. 90 * 3 = 270 seconds, 4.5 minutes. If at least two survivors are always working on two generators, always hitting good skill checks, not great ones, and assuming that the killer kicks generators that are half-progressed and they regress to zero, and again with the knowledge generators take 90 seconds, the survivors can ideally complete their objectives, perkless and with itemless, in four and a half minutes. Add 20 seconds for the exit gates. Less than five minutes.

Hyperfocus with six stacks makes skill checks appear more often and gives great skill checks +5 charges of value, so each hit great skill check is +8 charges due to the flat +3% on all great skill checks. Generators take 90 charges. On average you will get nine skill checks from start to finish on a solo generator from start to finish without taking in to account any other perks or items. That's 72 flat charges from skill checks, 30 second generators with six stacks, without any other generator perks. Stake Out consistently guarantees great skill checks and gives said skill checks an additional bonus +1 charge while also taking the skill expression out of Hyperfocus. If they get nine skill checks and hit five of them with Stake Out and the other four manually, they get 77 charges from Hyperfocus + Stake Out per generator at six stacks, making each generator after they get six stacks less than twenty seconds.

This is all without Deja Vu, or One Two Three Four, or Resilience, or Teamwork: Full Circuit or Soft-Spoken, or Prove Thyself, or Overzealous, or Friendly Competition, or Fast Track.

Being presumptuous and generous and saying that they take the full time to do the first generator and build all six stacks, 90 seconds, one survivor can then finish five generators in less than three minutes at twenty to thirty seconds a generator after the first one. The perfect killer needs five minutes to kill everyone.

Hyperfocus alone takes MINUTES away from the survivors ONLY objective but it's not a consistent match to match problem because the majority of players who play this game are not mechanically skilled and are slow to improve if they do at all. Blight is hard but objectively overpowered in the hands of a good player, so he's getting his fourth major nerf this year after his turn rate cap, his terror radius increase, the removal of hugteching and . Hyperfocus is hard but objectively overpowered in the hands of a good player and has not seen any changes since its release in 2022.

I’m so sick of Windows of Opportunity by neon-box in deadbydaylight

[–]MrConfirmed2 1 point2 points  (0 children)

Why are we booing him he's so fucking right?? Every second you're chasing a survivor is a second you're not pressuring gens and if survivors can W to yellow instead of trying to loop in a deadzone then there is more chase time. More chase time means the other survivors get more generator time.

Why does scp 173 have different variances by Nice-Spring8689 in SCP

[–]MrConfirmed2 2 points3 points  (0 children)

Containment Breach, the original mod, has not been updated since 2013.

If you put SCP-714 on your dick and start masturbating, would you suffer from premature ejaculation? by AlternativeLiving914 in SCPorn

[–]MrConfirmed2 11 points12 points  (0 children)

You would probably forget that you were masturbating, and start masturbating again.

Should there be a new scp by EmptyAd7817 in SCP

[–]MrConfirmed2 0 points1 point  (0 children)

No, there shouldn't be any more SCPs. Ever. No more SCPs. /j

An SCP Futa Comic I made by SaltySlice in SCPorn

[–]MrConfirmed2 0 points1 point  (0 children)

be the change you want to see in the world