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New Generator Mechanic: Kickstarting
As an effort to try and slow down the game granting that the killer is pressuring the gens, here's my suggestion.
KICKSTARTING A GENERATOR
Kickstarting is base-kit.
Every time that a generator is kicked, survivors need to kickstart the gen to stop its regression.
To kickstart a generator, a survivor will need to work on the afflicted generator for 2 consecutive seconds. A progress bar will appear on screen, and the progress will be shared with other survivors working on the same generator - the speed at which a generator is kickstarted is not changed, but as much as a single survivor keeps on working the gen, the kickstart will continue.
There are no skill checks during the kickstart.
During the kickstart, the generator is still considered as regressing for all intents and purposes (surveillance, repair charges, dragon's grip...).
Note that it is implied by my description that it will not be needed to kickstart a generator with Ruin (since the generator has not been kicked).
Surge might be an exception, but it will need to be explicit in the perk description.
With this little change, I then propose another one for the perk Overcharge - the change is aimed at helping low rank survivor (which could struggle with the skill check) and, at the same time, make the perk more viable for killers at high ranks.
New Overchage perk description
Overcharge a Generator by performing the Damage Generator action.
Increase the time to kickstart a generator by 50/75/100%.
Failing to completely kickstart the generator will result in an additional 3/4/5 % loss of progress, and the killer will get a notification.
That's about it 🥕
Comments
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This seems like a very good and interesting idea that should definitely be added to the game.
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DEVS PLEASE ADD THIS
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I like the idea :D
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Great idea!
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Fantastic idea. It makes kicking gens more worthwhile as a killer without PGTW, and 2 seconds isn't that much of a detriment to the survivors when it takes that long to kick the gen in the first place.
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