Should there be a weak Pop goes for all killer's base kit?
I mean like a 2% or 5% Regress when kicking a gen.
That way its more worth it to kick a gen that has progress and prevents survivors from tapping it all the time.
Also it does not stack with active gen regression perks like Pop goes but works with oppression and trail of torment.
What you think?
Comments
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The main argument ahainst it is that it would be overly oppressive in 3-gen scenarios, so maybe 2%. I'm all in for 5% though.
However this is usually the survivors' fault, or just terrible map RNG.
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Yeah true, maybe have it deactivate if 3 gens are in close range at 1 gen remaining but have it remain active if the 3 gens are very far apart.
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2% would be nice if they added double gen regression speed from kicks as well. Otherwise a kick should be at least 5%
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Literally anything to make kicking gens viable. BHVR has supplemented its complete uselessness with a shovelware of awful gen perks. Have you ever seen anybody actually make use out of opression? Overcharge? Dragons grip? Eruption? They're pretty terrible. We really need a better reason to kick gens so these perks can see more usage.
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I've gotten a few ridiculous Draon's Grip plays with Wraith before.
Or using Insidious.
I got rage for doing it, and they learned not to touch the gens I kicked for a hot second.
XD
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I think overcharge should be basekit and the perk be rework into something else. If overcharge is basekit you just counter gen tap and you give a reason to the killer to kick a gen if he dont have pop
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Yeah true, you can get an advantage with the perks as long its not 90% or almost done.
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eeeh sure why not. don't care all that much
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*Raises hand* Oppression is low key my favorite perk in the game right now and has been for a bit.
Also, my current Legion build has both Oppression and Eruption in it... which was the result of modifying a meme build that consisted of those two and Overcharge and Surge which worked far better than I thought it would.
Funnily enough, Thanatophobia actually does wonders for making kicking Gens better. When Survivors acquire 1 charge per second repairing, regressing for 0.25 charges per second doesn't look so good. 0.8 c/s vs 0.25 c/s looks a lot better.
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Yes.
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You know how when you blow a skillcheck you can't progress for 3ish seconds.
I think that would be a good thing to add to a kicked gen. 3 seconds of working on it before it can progress again. The gen regresses untill this happens.
That equals about 3.75%
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I'd like if kicks applied a 2% regression, and survivors would be required to work on a gen for at least 3.5 seconds before regression completely stopped. That way kicks actually do something, and you can't just tap the gen to undo regression.
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For the longest time when I was learning the game I thought kicking the generator made the progress instantly go down a little and then start regressing. So I think it wouldn't be a bad idea to actually implement that.
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