Disable gen-taps

I am proposing that the survivors tapping a gen will not stop regression and they would be required to repair the gen for a few (5 - 10?) seconds non-stop before they can stop the gen regression. If they let go sooner, the regression keeps going.

Kicking the gen itself wastes time, where the actual kick gains nothing for the killer as it causes no regression by itself. That can give survivors near the gen a bit of a head start. If the killer is trying to keep two or more survivors off a gen, the killer "chases" one off, the other one would simply tap the regressing gen and even if the killer turned around and came 2 seconds later, they would have to waste time on another kick, giving survivors another head start. A tap can even be done mid chase if you have some distance on the killer which is absolute bogus. Hence why I'm suggesting this change.

The killer needs to waste time to actually start the slow regression with no benefits from the action itself so I don't see why the survivors shouldn't need to waste time to stop it.

Comments

  • 6yXJI0
    6yXJI0 Member Posts: 589

    It should be like 3 secs

  • Crowman
    Crowman Member Posts: 9,509

    Just make it so kicking a gen takes off 1% progress that way gen tapping doesn't completely nullify kicking the gen.

  • Volfgang57
    Volfgang57 Member Posts: 369

    Overcharge helps with this. If they tap a gen and leave it will explode and continue to regress, but if they do the skill check they stay on the gen for the 3 seconds or so to get it going

  • Grim_Grimz
    Grim_Grimz Member Posts: 70

    for the amount of time/distance a gen kick takes and a surv gains from it i would make it around 5%. A burst of regressions a pretty good idea TBH

  • BastardKing
    BastardKing Member Posts: 784

    Maybe it was a bug and it's been fixed since, but unlike normal skill checks, if you get off a gen that had Overcharge on it, you can still make the overcharge skill check while running. At least, last time I went against it. (Which was a while ago, because it is not a commonly used perk.)

  • Volfgang57
    Volfgang57 Member Posts: 369

    Oh? I didn't know you could do the skill check while off the gen. I thought it just auto-failed it the same as if you got off a gen mid-skill check

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I had an idea for perk to help solve this issue, since that seems to be BHVR's solution to all balance issues.

    Sheer Wreckage

    ____ The Thing perk

    You make sure that your prey will suffer for undoing your hard work.

    Whenever a survivor attempts to stop a generator regressing, they must succeed a tremendously difficult skillcheck.

    On a failure, that generator becomes blocked for 10/15/20 seconds. Any survivors who were working on it cannot stop working on it during that time, but they will make no progress.

    This perk has a cooldown of 30/25/20 seconds.

    "I don't know what the hell's in there, but it's weird and pissed off, whatever it is." - Clark

  • BastardKing
    BastardKing Member Posts: 784

    That is how it is SUPPOSED to be, I think, but Overcharge worked different. Again, that bug could have been fixed (lol). But yeah, it should definitely take survivors longer to fix a gen to stop it from regressing.

  • Yords
    Yords Member Posts: 5,781
    edited March 2021

    I agree with making the "kickstart" idea for kicking generators that takes just 3 seconds and has to be done all at once (no tapping the kickstart). That way, if a survivor happens to take you to a loop that has a generator on it, they can't tap the gen to get rid of it. It would also give killers some stall if a generator is about to be finished but is practically 99%. It would make it easier for them to chase survivors away from them. It is also not a huge change that would mess with anything else.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I wanted to be realistic to what the devs would do.

    So yes.

  • ChantyBoi
    ChantyBoi Member Posts: 179

    I've had an idea for this for a while which is really simple and would REALLY help. Well 2 things really. Firstly if a survivor works on a regressing generator while in a killers TR they are immediately faced with a regular skill check, failing this skillcheck will result in an instant 3 or 4 percent regression in addition to not stopping the regression state. This would work well to prevent survivors wasting killers time within a matter of seconds.

    Another idea that I've liked is making it so that when a killer kicks a gen it instantly regresses 5%. This would do a number of things. Firstly it would make it so that kicking generators would actually be worth it without a perk like pop, overcharge, surge or surveillance. Secondly this would make it risky for survivors to tap like this. Think of this scenario. You're a survivor and have a gen at 60%, the killer comes and kicks it so you run out as he starts to leave for a second to stop the regression. The killer comes back and kicks it again, you've now lost 10%. It'd make it so that if you did stuff like that too much you could easily lose huge chunks of progress in addition to giving killers a reason to kick gens without a perk.