http://dbd.game/killswitch
Rookie Spirit buff - very high but short repair speed boost after touching a regressing generator
Rookie Spirit is cute but not great.
Add an extra effect where the perk owner gets a large repair speed boost (like 100%) for only a few seconds (maybe 5 secs) after touching a regressing generator.
This aligns with the general idea of the perk, where once you see a regressing generator with the perk you can also stop it regressing faster (almost old gen tapping) and also make up for the time spent travelling to the gen.
There needs to be an exception for Ruin. It also might be too good against Legion's Fuming Mix Tape.
One work around would be to give it a 30 second cooldown after touching a regressing generator.
Comments
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This is a genuinely excellent idea - giving Rookie Spirit a small reward incentive helps direct people that use it towards wanting to stop gen regression, and the amount exactly neutralizing the basekit kick before regression time and perks is well tuned to do that. On top of that, the cooldown keeps it in check.
BHVR should add this to the game sooner rather than later.
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I would like if it extended the aura reveal to other survivors in a certain range of you to make it more solo friendly.
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Killer main here so don't trust me too much, but I think a perk that's design is to kind of reverse a mechanic that was intentionally removed, even if it's only slightly is a big risk. Memesis made a suggestion that I think could really work. I also think it's a little underrated as is, as I find it to be a solid information perk with more uses than just what people think of it as.
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This is actually a very good idea, I like this a lot.
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If this perk buff used the numbers I suggested (it doesn't have to), ignoring all other gen repair boosts it would mean stopping regression would take 2.5 seconds instead of 5 seconds, a far cry from ye olde gentapping where people would instantly tap gens mid chase.
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So essentially bring back gen tapping? No thanks
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I get what you mean, and I don't think it would be broken, but it's kind of like if Behavior made the anti-camp mechanic, and then brought in a perk that makes it so Killers can stay near the hook longer. Probably not broken on it's own, but it's a weird contradiction to make in the design of the game.
Honestly, your idea isn't to bad. It's a case of an inch gives a mile that I'm concerned with.
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I see that. From what I remember, gen tapping was more of a nuisance than anything and the real reason it felt bad was because kicking a gen had no regression so the 2 seconds or so kicking it could be cancelled instantly.
Now that it has 5% regression and perks like Pain Res also force a scream to further delay getting back on the gen, I think it'll be fine. Compared to a lot of perks that have been buffed recently (especially all the healing perks???), my suggestion feels tame.
I don't think anti-camp is a good comparison. I think it's an inherently flawed bandaid that results in degenerate gameplay especially with 70 second hook stages ("oh they used the whole hook stage to complete multiple gens and now I'm not allowed to protect my one objective yay, better stand at exactly 16m from the hook").
The way regression works now instead just feels like the way the game works, in a good way, and Rookie Spirit which is already related to regressing gens just needs a bit more help in stopping regressing gens.
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