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Overcharge and New Ruin

I took a break until the Mid-chapter for self-care reasons, so I didnt experiment a lot, but do Overcharge and Ruin work together or do they work against each other like with Pop ?

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  • Lucama
    Lucama Member Posts: 461

    Worse than a kick with a perk for it, better than a baseline kick, but with how bad baseline kick is it's really not saying much.

  • Deadeye
    Deadeye Member Posts: 3,627

    It is not the same. If it was, it would apply Overcharge for example. But it doesnt. Surge also does not, as it is an explosion, like on a failed skillcheck. There are no perks that simulate a kick so far. Regression is what happens after the kick

  • FireHazard
    FireHazard Member Posts: 7,317
    edited January 2020

    It's the same, kicking a generator normally applies the damaged effect, so does new ruin (except it's better than normal but worse than PGTW). They intentionally made it not work with PGTW and Overcharge to not make it UBER Tier...

    If you had a perk that could apply multiple Overcharges and random PGTW effects on certain generators that a Survivor gets off of when they see the Killer in sight, than that'd be broken.

    I can agree that it's not the same when it comes to normal kicks working with PGTW and Overcharge, but it still works like a kicked generator... where it doesn't let you kick it again while it's being damaged. It was intentionally designed this way to avoid such a strong combo being made, imagine Surveillance, PGTW, Overcharge, and new Ruin working together... that'd be an insane tracking perk with super strong bonus effects being applied.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    You can't use kick based perks like Pop and Overcharge with Ruin now for the simple reason that you can't kick generators while Ruin is in effect.

  • Deadeye
    Deadeye Member Posts: 3,627
    edited January 2020

    Generator regression and kicking a gen is not the same. Kicking a generator starts the regression, but Ruin does not kick gens. That is why "intentionally" Ruin does not work with Overcharge. You actually say the same as me, right after you say kicking and regression "is the same".

    Basically we talk about the same, but to understand the mechanics WHY something applies and something else not, it is important that kicking is not the same as regression.

  • FireHazard
    FireHazard Member Posts: 7,317

    It's the same in terms of kicking a generator blocks that generator from any effects afterwards, normal or automatic.

    And yes, it's intentionally designed that way to avoid what I said above. I agree that it's not the same in a traditional sense where PGTW and Overcharge work with kicking a generator normally, but I disagree that they're not fundamentally THE SAME in terms of how a generator acts after a kick.

    Agree to disagree, that's what i'll end this on.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091
    edited January 2020

    To me it's pretty straightforward, Pop and Overcharge activate by the act of kicking the generator. You can't kick the generator, you can't use the perks. Ruin prevents you from performing the act of kicking the generator because you can't kick an actively regressing gen. As a result, you can't use the perks alongside Ruin.

    Using Ruin has the same effect as kicking the generator, yes, but if you can't actually kick the gen then you can't use perks that require you to do so.

  • FireHazard
    FireHazard Member Posts: 7,317

    It would be cool if you could though, but as said above I believe that's an intentionally design choice for... obvious reasons.