Overcharge buff
Overcharge a Generator by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check.
Failing the Skill Check results in an additional 6/8/10% Generator regression. Succeeding the Skill Check grants no progress but prevents the Generator explosion.
Comments
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Being a Doctor main, this video immediately comes to mind:
https://www.youtube.com/watch?v=WJ1zTKdQQ_M
This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.
@not_Queen @Patricia
Could you guys please pass this buff on to the balance team?5 -
SnakeSound222 said:
Being a Doctor main, this video immediately comes to mind:
This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.
@not_Queen @Patricia
Could you guys please pass this buff on to the balance team?
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It feels as though survivor perks are currently dwarfing regression and debuffs in terms of percentages. It only takes a few seconds as survivor and even overcharges effects are negated/overcome. Pgtw is good but only counts against progress earned because you were in chase and only works offensively.0
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@DemonDaddy Do you support this buff, then?
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I've always thought that buff would be more fitting for Brutal Strength, since it makes your kicks stronger so you'd damage the generator more. Overcharge I've always looked at as the skill check perk. With that said, I still do like that idea, I just think it'd be a little more fitting to Brutal Strength.
As a replacement, what if failing the Overcharge skill check locked out the generator for a longer period of time? By that, I mean the period of time after you fail a skill check where you cannot repair the generator. That way you could keep Overcharge focused on the skill checks but it would also be more meaningful when someone does miss that skill check.
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@Peanits said:
I've always thought that buff would be more fitting for Brutal Strength, since it makes your kicks stronger so you'd damage the generator more. Overcharge I've always looked at as the skill check perk. With that said, I still do like that idea, I just think it'd be a little more fitting to Brutal Strength.As a replacement, what if failing the Overcharge skill check locked out the generator for a longer period of time? By that, I mean the period of time after you fail a skill check where you cannot repair the generator. That way you could keep Overcharge focused on the skill checks but it would also be more meaningful when someone does miss that skill check.
I actually like this since you can't fail it then immediately keep working on the gen if the killers far away and it keeps you on your toes. You could do a 5/10/15 lockout timer to be fair since it'd still be regressing at that point and it's locked out so you can't gen tap it to stop it.
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Yeah it sounds good0
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Overcharge Buff:
Survivor looks in the general direction of Generator from half way across the zone which then proceeds to blow up, disintegrating entirely there by removing the possibility of repairing it for the duration of match.
Generator shrapnel then flings off in all directions and applies NOED one shot downed state to any survivor within eye shot of the now destroyed generator.
Killer then gets a lolly and a pony, a coupon and a pat on the back.
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@e8Lattice said:
Overcharge Buff:Survivor looks in the general direction of Generator from half way across the zone which then proceeds to blow up, disintegrating entirely there by removing the possibility of repairing it for the duration of match.
Generator shrapnel then flings off in all directions and applies NOED one shot downed state to any survivor within eye shot of the now destroyed generator.
Killer then gets a lolly and a pony, a coupon and a pat on the back.
Had a bad game?
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@Peanits said:
I've always thought that buff would be more fitting for Brutal Strength, since it makes your kicks stronger so you'd damage the generator more. Overcharge I've always looked at as the skill check perk. With that said, I still do like that idea, I just think it'd be a little more fitting to Brutal Strength.As a replacement, what if failing the Overcharge skill check locked out the generator for a longer period of time? By that, I mean the period of time after you fail a skill check where you cannot repair the generator. That way you could keep Overcharge focused on the skill checks but it would also be more meaningful when someone does miss that skill check.
+1
Like the ideas for both perks.
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Peanits said:
I've always thought that buff would be more fitting for Brutal Strength, since it makes your kicks stronger so you'd damage the generator more. Overcharge I've always looked at as the skill check perk. With that said, I still do like that idea, I just think it'd be a little more fitting to Brutal Strength.
As a replacement, what if failing the Overcharge skill check locked out the generator for a longer period of time? By that, I mean the period of time after you fail a skill check where you cannot repair the generator. That way you could keep Overcharge focused on the skill checks but it would also be more meaningful when someone does miss that skill check.
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@se05239 said:
@e8Lattice said:
Overcharge Buff:Survivor looks in the general direction of Generator from half way across the zone which then proceeds to blow up, disintegrating entirely there by removing the possibility of repairing it for the duration of match.
Generator shrapnel then flings off in all directions and applies NOED one shot downed state to any survivor within eye shot of the now destroyed generator.
Killer then gets a lolly and a pony, a coupon and a pat on the back.
Had a bad game?
No just bored of easymode. I'd like an actual challenge on Killer, one of the reasons I prefer Freddy.
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@e8Lattice said:
@se05239 said:
@e8Lattice said:
Overcharge Buff:Survivor looks in the general direction of Generator from half way across the zone which then proceeds to blow up, disintegrating entirely there by removing the possibility of repairing it for the duration of match.
Generator shrapnel then flings off in all directions and applies NOED one shot downed state to any survivor within eye shot of the now destroyed generator.
Killer then gets a lolly and a pony, a coupon and a pat on the back.
Had a bad game?
No just bored of easymode. I'd like an actual challenge on Killer, one of the reasons I prefer Freddy.
If you want a proper hardmode, why not just play perkless without add-ons and leave it at that? Going around being a snarky douche-nugget towards others doesn't solve anything.
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@se05239 said:
@e8Lattice said:
@se05239 said:
@e8Lattice said:
Overcharge Buff:Survivor looks in the general direction of Generator from half way across the zone which then proceeds to blow up, disintegrating entirely there by removing the possibility of repairing it for the duration of match.
Generator shrapnel then flings off in all directions and applies NOED one shot downed state to any survivor within eye shot of the now destroyed generator.
Killer then gets a lolly and a pony, a coupon and a pat on the back.
Had a bad game?
No just bored of easymode. I'd like an actual challenge on Killer, one of the reasons I prefer Freddy.
If you want a proper hardmode, why not just play perkless without add-ons and leave it at that? Going around being a snarky douche-nugget towards others doesn't solve anything.
Sooo leave the easy-mode, babied Killer hand-holding in and just simulate balance by not using OP crap. Well I kind of do that already because I refuse to use any of the toxic OP crap Killers burned the forums to molten ash with their tears of napalm for.
I donno maybe I'm crazy but I'd rather have less hand-holding and more fairly balanced and consistent treatment of all classes across the board. You know, for the health, well being and future of the game.
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@Entità said:
Overcharge is a perk too weak: the gen explosion is useless, if the killer is in a chase, and 5% extra regression means nothing more than a few extra repair time. Until we'll have a better totem placement, that means a Ruin able to stand more than 30-60 seconds, Overcharge is one of the perks the killer can use to slow down gen rushes of well organized teams. It should be buffed and could become a good alternative to more "toxic" killer perks.OVERCHARGE
You are fuelled by your hate for progress.
Overcharge a Generator by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check.
Failing the Skill Check results in an additional 6/8/10% Generator regression. Succeeding the Skill Check grants no progress but prevents the Generator explosion.
The explosion locks out the Generator for 10/15/20 seconds.
Too strong, that would make the 3 gen strategy even worse especially against Doc, he could just repeatedly kick a gen and regress it all the way in addition to Unnerving Presence and other perks. This perk would have to become a hex perk or the skillcheck would have to be easier. Plus overcharge does help massively regress a gen as is and can help you find survivors, perk doesn't need a buff.
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@Luigifan64
I would disagree that current regression is sufficient. 5 seconds and I have nulled overcharge's effects (if I failed) provided the killer doesn't stay to protect it. Also if the killer has a 3 gen then that's a failure on the survivors. At that point the team needs to keep tagging all the gens so the killer doesn't linger for more regression. Saying its difficult doesn't shift the blame from survivors enabling a stronger defense for the killer. Its letting the killer face you at their strongest terms.0 -
@DemonDaddy said:
@Luigifan64
I would disagree that current regression is sufficient. 5 seconds and I have nulled overcharge's effects (if I failed) provided the killer doesn't stay to protect it. Also if the killer has a 3 gen then that's a failure on the survivors. At that point the team needs to keep tagging all the gens so the killer doesn't linger for more regression. Saying its difficult doesn't shift the blame from survivors enabling a stronger defense for the killer. Its letting the killer face you at their strongest terms.That's five additional seconds on top of the reduction from blowing up the gen, so yes it takes 5 seconds to undo the additional damage, but it takes longer to get it back to the point that it was before, making the perk have a large decrease like that in addition to a ludicrous 20 second wait time where the killer can (and will) just come back and kick it again would just make a stalemate situation. Not to mention certain maps like the Game and parts of the Swamp have areas where gens are in super close proximity that a killer can just camp out so that no one reaches the endgame. And yet again, it would make that already annoying gen camping Doc build even worse than it already is, there would be even more DC's against Doc than there already are. So the point still stands, it doesn't need to be buffed.
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@Luigifan64
Gen placement differs every time and making sure the killer doesnt utilize the placement against the team is part of the challenge. I'm not arguing that it is hard to combat, but your also only addressing it as a failure everytime. If survivors are constantly making that many mistakes why wouldn't their failure impead success. Whether you call it a gen camp or defensive play, baiting the survivors into forfeiting a lead in chase is a strong strategy, one which survivors need to pull back and access. If more survivors dc then so be it, they are increasingly closer to a ban and I don't want quitters on my team anyway. The fact that doc reinforces a strong defense doesn't change what survivors need to do, simply the method they go about doing it.0 -
@DemonDaddy said:
@Luigifan64
Gen placement differs every time and making sure the killer doesnt utilize the placement against the team is part of the challenge. I'm not arguing that it is hard to combat, but your also only addressing it as a failure everytime. If survivors are constantly making that many mistakes why wouldn't their failure impead success. Whether you call it a gen camp or defensive play, baiting the survivors into forfeiting a lead in chase is a strong strategy, one which survivors need to pull back and access. If more survivors dc then so be it, they are increasingly closer to a ban and I don't want quitters on my team anyway. The fact that doc reinforces a strong defense doesn't change what survivors need to do, simply the method they go about doing it.Not really, a doc who has more than one gen perk will always be able to lock down three gens no matter how good or different the survivors play. He's already bad enough as it is in the current game and this change would make that even more ludicrous. Any killer with half a brain would not chase after the obvious bait and would keep patrolling because herp de derp that's the most fun thing right? If more survivors did DC, it wouldn't get them a ban because chances are they would only do it against that level of unfun bullshit, and it would leave you to deal with the aftermath. This change would only hurt things in the long-run and besides, we don't need another "I need to win daddy" perk, ruin is enough and quite effective at what it does.
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@Luigifan64
I see nor have any issue with aftermath of people using dc cause they feel oppressed. As a survivor I find that's the best kind of killer to play against. If they manage to balance dc use and not be banned, kudos for beating the system i guess. But its clear we disagree, so I am leaving it where we stand. Let the post continue as its original topic and I encourage others to offer constructive criticism to balance what they find unappealing.0 -
@DemonDaddy said:
@Luigifan64
I see nor have any issue with aftermath of people using dc cause they feel oppressed. As a survivor I find that's the best kind of killer to play against. If they manage to balance dc use and not be banned, kudos for beating the system i guess. But its clear we disagree, so I am leaving it where we stand. Let the post continue as its original topic and I encourage others to offer constructive criticism to balance what they find unappealing.Ok, I can respect that, and you now know why I heavily disagree with this proposal.
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Other opinions?
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Entità said:SnakeSound222 said:
Being a Doctor main, this video immediately comes to mind:
This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.
@not_Queen @Patricia
Could you guys please pass this buff on to the balance team?0 -
Carpemortum said:Entità said:SnakeSound222 said:
Being a Doctor main, this video immediately comes to mind:
This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.
@not_Queen @Patricia
Could you guys please pass this buff on to the balance team?
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Entità said:Carpemortum said:Entità said:SnakeSound222 said:
Being a Doctor main, this video immediately comes to mind:
This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.
@not_Queen @Patricia
Could you guys please pass this buff on to the balance team?
Ruin works. Just as well as any other perk at a medium skill level. On top end rank 1s? Of course it's not gonna be uber easy. Every perk can be played against at high ranks.
I'm just saying that ruin isnt always taken out of the game in the first 60 seconds. Just as not every swf is a team of spec ops.0