An idea to buff Overcharge.

TheClownIsKing
TheClownIsKing Member Posts: 6,278
edited February 2021 in Feedback and Suggestions

Tier 1.

Upon performing the damage generator action, the next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check 

Failing the Skill Check results in an additional 5% loss of progress.

Succeeding the Skill Check grants no progress, but prevents the Generator Explosion.


Tier 2.

Upon performing the damage generator action, the next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check, and the survivor gets no audio warning before the skill check appearing.

Failing the Skill Check results in an additional 5% loss of progress.

Succeeding the Skill Check grants no progress, but prevents the Generator Explosion.


Tier 3.

Upon performing the damage generator action, the next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check, there is no audio warning before the skill check appearing, and will appear in a random location upon the screen.

Failing the Skill Check results in an additional 5% loss of progress.

Succeeding the Skill Check grants no progress, but prevents the Generator Explosion.

Comments

  • LastShoe
    LastShoe Member Posts: 1,183

    Won't happen because devs wont be able to hit it.

  • Lexilogo
    Lexilogo Member Posts: 814

    It would certainly make Overcharge stronger, but it doesn't fix Overcharge's central issue of being centered entirely around Skillchecks. Making the skillchecks harder to land kinda just kicks the can down the road, and kicks new players while they're down.


    I would suggest this simple buff:

    Attacking or grabbing Survivors in the middle of repairing a Generator, or up to 1 second after they have stopped, counts as a break action against that Generator, damaging it.

    This isn't just to save time, this synergises with the effects Overcharge already has. There's one use of Overcharge that Survivors can't escape- If Survivors don't have time to finish the Skillcheck before going off the gen, it's going to blow up.

    This would turn Overcharge into a "gen lockdown" Perk. Repairing gens in the Killer's face is now a much more daunting task. If the Killer is running Pop Goes The Weasel and it's active, it's impossible.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    That would be terribly unfair for survivors that are up against Pop and Overcharge.

    What are they meant to do then? Just run off and allow the Pop kick?

    The reason Overcharge has a skill check is to give Survivors some sort of balance, rather than just “screw you, this is happening”

  • Lexilogo
    Lexilogo Member Posts: 814

    Well... If they've got the gen at ~95%, yes. That's the Perk providing value. If the gen isn't as high in repair progress, the Survivors would run away even if Pop and Overcharge weren't in play.

    It's a very specific situation (survivors completing gens in front of killer's faces happens maybe 1 in every ~3 games?) AND Pop has to be active when that situation comes up, so I don't think the powerful effect of denying the gen under those specific circumstances is out of control.

    We already have lots of Generator blocking Perks that can also easily make the difference between a Generator's completion or incompletion especially in rare scenarios, and I don't think any of those are in an overpowered state. (Hell, Dead Man's Switch actually accomplishes a somewhat comparable effect in the same scenario, though it doesn't let you Pop the generator, it would block it)

    Of course, I could be entirely wrong about that. It's a pretty serious change to the Perk, and if it was playtested it could easily turn out to be underpowered or overpowered. I personally don't think this version of Overcharge would be too crazy, though my biggest worry would be it in combination with more Perks alongside Pop in order to delay generators even further.


    A simple way to tune my idea down would be changing the wording so it no longer counts as a "break action". Similarly to Ruin vs Pop, this would cause a negative synergy between Overcharge and Pop, Oppression, a good number of other generator delay Perks.


    As for the skillchecks thing, if a Perk relies entirely on skillchecks to do anything, it's kind of iffy design wise IMO. I personally don't think there should be Perks that have the caveat of "if your opponent(s) play well, this will do absolutely nothing for you". (of course, Overcharge is not the only Perk with this problem, which is why I think Unnerving needs changes too for example)

    In fact ideally, as many Perks as possible should offer the exact reverse- "the better YOU play, the more you can get out of this". There's a good number of Perks like Whispers that I'd argue follow this principle.

  • Yords
    Yords Member Posts: 5,800

    I think the percentage of progress lost should be buffed to 8%, and even with the buff (which sounds good) it still would be a bad perk against decent survivors.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278
    edited February 2021

    No. That would make it stronger than Lullaby, with less restrictive conditions.

    And stacked with Lullaby would make it absurdly overpowered.

  • Yords
    Yords Member Posts: 5,800

    Bold of you to assume that we would be able to get stacks of lullaby

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Even without stacks of Lullaby, the additional 6% regression is active from the start.

    If Overcharge were buffed to 8%, and Lullaby were being used as well, every failed Overcharge would regress a gen by 24%. It would basically almost overshadow Pop, if the hex spawned in a favourable spot.

  • meowzilla69
    meowzilla69 Member Posts: 409
    edited February 2021

    I like this idea, it’s a perk that’s based off the doc with the skill checks appearing in different places. I would make one addendum to tier 3: the skill check bar would reverse; or would that make overcharge tier 3 too strong?