Buff gen kicking

DontNerf
DontNerf Member Posts: 990
edited December 2020 in Feedback and Suggestions

So I want to start by saying that at this moment kicking a Gen with no regression perks like Overcharge and pop is ABYSMAL its confuses me that kicking a gen pretty much does nothing to it and just a simple tap from a survivor stops its regressions.

I think kicking a gen by default should have more of an effect, there's a few ways that you could do this,

1, An 8% regression everytime you kick a Gen by default with out any regression perks.

2, it applys 200% regression when kicked (like ruins regression but only for that kicked gen)

3, gens need to be worked on for 10 seconds before the regression goes away, what i mean by this is that a Gen will continue to regression with tapped and needs to be fully worked on for a decent amount of time for its regression to stop apply when not being repaired.


What do you think of these ideas?

Post edited by Rizzo on

Comments

  • RepostRiposte
    RepostRiposte Member Posts: 793

    Maybe the meta would be less stale if they gave nerfed versions of Pop and DS to basekit so everyone isn't forced to run slowdown/Decisive all the time.

  • DontNerf
    DontNerf Member Posts: 990

    I like that idea, I hate running gen regression but without it you feel almost powerless in some scenarios

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    Terrible idea.

    Makes gen defense way too easy even without perks. You could setup a three gen strategy this way effortlessly and still devote 4 perks to something else.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624


    Decisive definitely needs a nerf. Pop not so much; Ruin/Undying is a bigger problem than Pop right now. I do not think making a perk that lengthens chases baseline is any good for the game. The devs have been nerfing chases for survivors for years now and I think this is a good idea. Chases should be shorter in general and should only be long if the survivor really plays well and positions well.

    On the other hand when that is done things can be done about Killer detection perks and abilities, which are too strong in my opinion.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    8% regression is probably too much, but yes I agree - there needs to be something more to base gen regression. There's a reason why everyone runs regression perks, it's because kicking a generator is useless without any perks. I'd do all of these, just at lesser values.

    3-5% immediate regression.

    Make gens regress at .75 c/sec instead of the measly .25 it is now. Ruin would be adjusted.

    Survivors have to repair a generator for 3 seconds to stop it from regressing.

  • MythMage
    MythMage Member Posts: 521
    1. NO! Missing a skill check is 10% regression. 8% is WAAAY too much. Maybe something like 2%? Nothing much, but something
    2. I whole heartedly agree, but Ruin would definitely have to be soft reworked, because that would just be OP unless it's the same regression for both, in which case it would be borderline useless.
    3. 5 seconds would be perfect. 10 seconds is 1/8 of a generator, and that's probably a bit too long if we are adding all these other things on top of it.
  • NomiNomad
    NomiNomad Member Posts: 3,181

    Is missing a skillcheck really 10%? I always thought it was 5%. It certainly doesn't look like 10%. Weird.

  • Greatamygdala
    Greatamygdala Member Posts: 292

    First they should change the fact that a Survivor can stop regression mid chase by simply tapping the generator. It's very dumb how they could undo a killer investing 2 seconds of his time kicking a generator only for it be pointless in a split second.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    Jeez, that is way more than I thought.

    Now I feel like an even bigger idiot for all the times I've missed a skill-check.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Improvements to base regression would be great, but the numbers can't be allowed to get too crazy.

    I'd say that instant regression from kicking a gen should be 5% (removes 4 seconds of progress instantly). I think that's enough time to actually justify performing the action without going overboard. Plus it'd be a quick shadow-buff to Brutal Strength and Fire Up.

    I think base regression should be doubled to -0.5 c/s (a 99'd gen would have fully regressed after 158 seconds instead of the ridiculous 316 seconds that it currently takes). Survivors could always be given more perks and add-ons that could temporarily slow/prevent regression in the future to better deal with this change (I'm pretty sure that Repressed Alliance is the only tool they currently have with this potential).

    All regression-inducing perks would then need to be nerfed accordingly to not get auto-buffed by this adjustment.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    0.75 c/sec regression speed would be crazy.

    Even ruin regression is "just" 0.5 c/sec

  • kaeru
    kaeru Member Posts: 1,568

    I agree about #3, working on a gen instead of taping it while running would be fair.

    But 1 and 2 would be overpowered. When you scare survivor from gen you have choice. Kick the gen and give survivor distance or ignore gen and hit survivor. With this changes you will always kick the gen. Survivors will blame killers as "gen campers" as new unfair strategy.

  • yobuddd
    yobuddd Member Posts: 2,259

    First if all, I love these ideas and think anyone of them would be great!

    That said, I’d like to offer up a new idea that I’m surprised hasn’t come up on this thread yet. What if we gave the killer, either as a perk or base kit, the ability to further kick damaged gens?!

    Each time he kicks it, it takes damage AND regresses more quickly. Yes, he could stand around and totally kick a gen into oblivion, but this will cost a LOT of time. Better to use this ability strategically when it’s really needed!

  • rats00
    rats00 Member Posts: 194

    Every kick fills a rage meter that obscures your vision and all you hear is a din ring. This severity persists for six seconds after you finish.

    Adjustments as needed but I love effects like that personally.

  • Nobsyde
    Nobsyde Member Posts: 1,288
  • bjorksnas
    bjorksnas Member Posts: 5,596

    8% on kick would incentive it

    base regression increase sounds nice (ruin doesn't get anystronger just change it to 80/90/100% normal regression rate)

    and working on the gen to stop regression rather than tap sounds nice

    but I would adjust some of the numbers

    5% instant per kick (pop goes to 20% extra so its not 33% on pop kicks)

    Increase base regression to 0.5 c/s or even 0.75 c/s but keep ruin at 0.5 (ruin doesn't need buffs in its current state)

    and 8 seconds to stop regression 4x as long as it takes to kick the gen, 4 survivors for 1 killer sounds about fair (still gives repair progress)

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Gen kick doesnt need a buff

    But repairing really need a startup animation, it can be simple as 2sec sit down animation before repairing begin to make the progress.

    Want to stop regressing? You will have to pay 2sec to do it, not touching.

  • TicTac
    TicTac Member Posts: 2,414

    I think for every change we should determine how it would affect new players. We cant make the game unplayable for people who start to play.

    I think 5% regression with every kick would make kicking more worth it. I see new killer always kicking every gen they see so it would help them.

    A startup animation is not a bad idea, but it shouldnt be too long. Otherwise it hurts newer players who leave the gen for every sound. So 1-2seconds.

    Buff base regression. I wanted a perk like that forever. Then ruin came as a hex and i dont like totem perks. Base regression shouldnt be 0.5 like ruin. While good teams can handle it, it would have a huge impact on newer player. Maybe more something like 0.35.

    You certainly can say they all just need to get good, but i dont think many of them will. And there will always be new player. Devs dont want to patch for high level and kill the game for the low half.

  • Tsulan
    Tsulan Member Posts: 15,095

    Killer can't set up 3 gen.

    It's the survivors that do this to themselves.

  • Tricks
    Tricks Member Posts: 957

    There's a slew of perks that make gen kicking better.

    In fact, here's three! (though there may be more that I care not to research into)


    Pop from Clown - Everyone knows that one

    Surge from the Demogorgon

    Oppression from The Twins


    Probably a good combo there.

  • blue4zion
    blue4zion Member Posts: 2,773

    This is exactly something I've been wanting, however I expect the numbers to be way smaller. However bringing up pop might change that, since the perk sometimes feels so necessary, adding a small amount of it's effect to base killers while nerfing the perk would be a good way to go.

  • fake
    fake Member Posts: 3,250

    I agree with that suggestion. It is not possible to stop a destructive state just by tapping it. However, I think we need to think more about the numbers.

    I suggest the following.

    1.5%

    2.150-200%

    3.3seconds


    (google translate)

  • Teacyn
    Teacyn Member Posts: 93

    The numbers in the base post are far too high, but I agree with the idea. Bake a weaker Pop into base killer kit, slightly buff base gen regression, nerf ruin a bit to compensate.

    Also agree with the post about DS being nerfed allowing killer detection perks to be nerfed. Stuff like BBQ is frankly absurd and removes so many layers of survivor strategy completely, but as long as ######### like DS exists I really don't think nerfing them would be a good idea.

    My number suggestions for the kicking

    -2% progress immediately (removes 4 seconds of work, as mentioned earlier.)

    Buff base regression speed from -0.25c/s to -0.33c/s, nerf Ruin to be 175% at level 3 (I personally would rather it be nerfed further than this, but let's be realistic here.)

    Make it so a gen has to be repaired for 5s in order to stop regressing when left.

  • PatWesker
    PatWesker Member Posts: 252

    All of the points you mentionned are too much all together.

    That said, the 8% regression by default is a good idea. Also, applying, not a 200% regression on duration may be too much, i would say a 115% to let ruin still be a good perk and according to the basic regression of a gen that is too slow, like... for real, a ittle buff for the basic regretion should be reworked.

    On your last point, i dont think repairing a gen for ten seconds to make the regression go away should be put because just imagine a late game situation where the 3 last gens are close to each other, patrolling for the killer would be OP af (it is already hard enough with a camping killer to do the last gen in that kind of situation).

    But yea, i really think there is a potential in this idea since kicking a generator is not very useful since survivors can delete regression with just a touch on the gen against 2 seconds for kicking it on killer side.

  • ACasualDoorMatt
    ACasualDoorMatt Member Posts: 21

    I agree. Not sure about 8% but there has to be some sort of instant knock-off of progression. I decided to play a killer I haven't levelled in a long time with no Pop Goes The Weasel and the gen kicking was horrible. Because the first killer I played and levelled was Clown, I always used Pop Goes The Weasel since I heard it was a top tier perk, I didn't really know about the default gen kicking. As I said, I'm not sure about 8% but instead maybe 5%. They should also increase the gen regression speed to -0.5c/s or -0.75c/s. The current gen regression is incredibly slow and can be removed with a small tap, another problem with regression. I feel like survivors should have to repair the gen for longer to stop the regression, possibly making it so it doesn't progress or regress until being repaired for 3 seconds then carry on progessing.

  • thxaxe
    thxaxe Member Posts: 1
    I agree with everything you put. But you would have to polish it so that it is not too op. You could make it a change .org
    
  • Prex91
    Prex91 Member Posts: 764

    However nice ideas. Something has to be done (buff kicking, New object before gens, nerf chases...) to fix a little bit things. Kick is good only with brutal strength (pop= left a chase, when surv not close a gen on Your face and Make it useless). Start game is only good if you make pressure snowballing or with ruin+undyng (way better cause no need to kick, left chases, and insta regression when surv cant close it in your face) .

  • Starr43
    Starr43 Member Posts: 873

    I basically gave up on kicking gens entirely quite awhile ago unless I was confident it would significantly regress based on how the match was going. I slowly started becoming a bit of a Surge gamer here and there and I’ll even toss in Knock Out on the off chance their teammates struggle to find them while the gen regresses a little bit longer.

    Honestly though without a death or a slug and you’re not a PGTW gamer then kicking gens feels pretty pointless to me most of the time.

  • AnnoyedAtTheGame
    AnnoyedAtTheGame Member Posts: 539

    Kicking a gen needs to regress the gen faster and to also take a high % of the total gen off it straight away.

  • SasukeKun
    SasukeKun Member Posts: 1,858

    OR they could make it so survivor wasn't 1-2-3 easy pz. It's weenie hot jr if you have any experience in this game. They shouldn't input these perks if they can just walk up and click and cancel you out of 80 seconds. great right?