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Should restarting a kicked gen require one normal skillcheck?
Not a crazy hard one or anything, just a basic skillcheck like any other, but maybe without a great check area so survivors can't actually get rewarded for a killer kick.
This way, the killer gets at least a teensy bit of value out of kicks even when not running pop or something, and survivors can't literally undo a near 2 second kick with literally a single frame of tapping M1, which can and does happen mid-chase and is just silly.
If multiple people try to work on the gen at once, no progress is made until the first person completes their skillcheck, sort of like when you fail a healing skillcheck and progress is paused for a second or so.
I feel like unless someone is working on a gen solo across the map from everyone else and you completely flush out the area, basic kicks are almost never worth losing seconds of pressure, especially considering you can lose almost an entire extra second with how janky the kick prompt can be. Those seconds might not seem like much, but it's time where survivors are gaining distance, healing, finishing another gen, etc, while you do the equivalent of nothing since for some reason the gen takes like 4x longer to regress than progress.
Comments
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That sounds good. It also punishes survivors who try to gen tap. Overcharge would have to be reworked though. Maybe Overcharge would make the skill check harder and more punishing?
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Neat idea. I agree that it IS silly...sometimes the ordeal of kicking a gen is undone so fast the only way to tell they done it is the missing sparks.
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"Overcharge"
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Overcharge exists but Idk if it's still bugged or not, I remember it not increasing the regression penalty just the 10% for missing the regular skillcheck.
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people want a skill check that explodes the generator if you let go. Not like overcharge that allows you to complete it while running away.
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The best thing about overcharge when you m1 tap it and start running again is that you can hit the skillcheck while running (seemingly by design too) which still puts the gen into normal state to be rekicked if the killer wants to regress it. The perk is basically unsuable outside of green ranks without unnerving and Huntress Lullaby with stacks or a reverse doctor skill check in which case... was all that worth it?
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I think Overcharge should keep regress gen until successful skillcheck. If survivor just tapped gen, he get skillcheck. If skillcheck failed, gen keep regressing with overcharge status effect on. If survivor sit on broken gen he should get overcharge skillchecks over and over until he get successfull one or until gen regressed to 0%.
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I misread that.it would be break the game if you had to do a skillcheck every 5 secs as a killer.especially when killer is pressure gen'd .now if theres a survivor perk like cheryls perk that blocksbit off then it would be fair
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Overcharge would need to be fixed at first. The extra regression that the perk states is not happening. Besides that I think it is ok to just replace the normal skillcheck with the overcharge skillcheck. I would maybe think about removing the "feature" that you can tap the gen and hit the Overcharge skillcheck while running.
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Sounds like a good change to me. Just as note: the "4x slower" regression is fine. Just think about how bad Ruin can be, and that only increases regression to half speed
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"Overcharge the Doctor's Perk -You are fuelled by your hate for progress.
by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check
Failing the Skill Check results in an additional 3/4/5 % Regression penalty. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion." If they fail that check the extra regression on the generator happens but people just straight up don't fail the overcharge check. If you meant the kick needs to be more powerful then run Pop goes the Weasel it's a Clown perk that's pretty meta
I mean it's really easy to hit that skill check over and over again if anything the only way to make this a hard check would be to randomize the the speed of the needle from any other skill check and make the success zone smaller - making it an actually difficult skillcheck. Also prevent you from hitting the check while running away after tapping the gen but make it an auto fail if they let go - just like a normal skill check.
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The 5% extra regression is not applied. It should increase the failed skillcheck regression from 10% (regular fail) to 15% (Overcharge fail) and this is not happening. I'm not talking about killer perception, I tested this with screenshots as survivor and saw the regression is the same.
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Only it was never intended to be a 15% regression as that forced skill check is it's own separate entity a special "overcharge" skill check that doesn't give any progression on the generator either if the survivor passes it unlike a normal skill check. If they fail this "tremendously hard" skill check its a 5% regression, the customary 3 seconds of paused progression and an explosion of noise. Then you can go about doing the gen and if you fail the first normal skill check you get a 10% regression, 3 second pause etc if the survivor manages to fail that one too.
Edit: And as a survivor who has watched survivors fail the unnerving pressence + overcharge combo multiple times, I know for a fact that it does at least regress 5% on that fail as the bar moves backwards. But if this is a very recent bug as of the latest patch that that's news to me. That perk needs to get fixed anyway because it's such a waste of perk space atm
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Yes, but without the Overcharge "you can complete this skill check as you move" BS, because that's just gen tapping all over again.
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So basically making a less intense Overcharge baseline? It'd not mind it, to be honest.
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Normal skillchecks don't give you progress either, not sure what you are talking about. And what should "additional" mean if not 15%? If it doesn't add up to something, it wouldn't be additional. If this should be a "separate" skillcheck, it would be a 5% regression as you said, but it is in fact a 10% regression. (as I said: tested with screenshots)
Additional note: If you combine Overcharge with Lullaby, the regression is stacked to 16%, so Overcharge seems like it is regarded as regular skillcheck.
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Well what I more mean by that is because it's so easy to undo, having it regress at 4x slower speed seems really punishing with how the kick currently works. Wouldn't be so bad if we had this little skillcheck thing, but something like ruin for example just auto-applies to gens, a kick is a very dedicated and intentional use of a killer's time, so having it actually be weaker than passive (albeit cleanse-able) perks like Ruin strikes me as a bit odd. It's not like a killer auto-kicks every gen they come across like ruin does.
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Sure. All fine about the gen kicking issue. I was focussing on "for some reason the gen takes like 4x longer to regress". The reason is that faster regression would be too powerful as you can see on Ruin, which is a Hex perk for a reason. If Ruin would just save you the time to kick gens, it would be way less valuable and not worth being a Hex perk. That's why you (at least I) almost never see tier 1 or tier 2 Ruin.
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Ah, I see what you're saying.
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I hate gen tapping that new killer perk will help with that.
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The Overcharge skill check is shrunk by 60% though if you also run Unnerving Presence. With that combo the check is about the same size as hitting a Great skill check so it's a bit tricky. (I agree though that without Unnerving Presence the Overcharge check isn't too hard to hit.)
(Snapshot of the check using Unnerving Presence)
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I love this suggestion. Assuming it doesn't allow for Telekinetic Skill Checks, it will simultaneously deal with the dumb strat of Gen Tapping and is a decent buff to a few kind of bad perks. Perks like This is Not Happening, Unnerving Presence, Gearhead, and Huntress Lullaby.
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Personally, I would prefer it if Survivors needed a second or so of repairing a damaged generator in order for it to stop regressing. Would still allow for Overcharge to function as normal.
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this idea be nightmare on the doctor.
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This will not change to much will just change that
New player will be #########
and experient palyers will not care about that because if i gen tap and the guy have overcharged i dont have problems in doing an skill checks while in chase
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Theoretically this skillcheck would work like normal skillchecks and not overcharge's weird busted skillcheck. That is, if you touch the gen and immediately let go, the gen explodes and regresses. If you could still do the skillcheck while moving that would be really dumb and make no sense.
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