Let's Talk: Base Regression

What are your thoughts on base regression as it is? Do you think it needs a buff or is it fine the way it is?

In case you don't know:

  • base regression is -.25 charges
  • level 3 Ruin is -.50 charges.
  • 80 charges to complete a generator

Comments

  • Labrac
    Labrac Applicant Posts: 1,285

    As someone who doesn't run slowdown perks, sometimes the occasional Corrupt, base regression is worthless. The impact of kicking gens is next to worthless, to the point I don't even kick them anymore and still get the same results (good or bad). It's just a waste of time because survivors can just tao the gen to stop your regression for some reason, and even if you let a gen a full minute regressing (not probable), it still saves you only 15 seconds, while a single Pop saves you 20...

  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    I only use Oppression on Twins and some others if I don't have the perks that I want but other than that, I don't use any either. I agree that kicking a gen is worthless as like you said, one millisecond and regression stops.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    I advocate for a 5% base damage to kicking, nerfing Pop to 20%, and leaving base regression the same.

  • Mistakesweremade
    Mistakesweremade Member Posts: 229

    There should be an effect similar to some perks, where survivors need to work at least 5 continous seconds on a gen before stopping the regression. So that if they just tap the gen it does not go back to regressing.

  • Blueberry
    Blueberry Member Posts: 13,590

    Either an increase to regression or an extra percent on kick. This has been needed for ages. Kicking a gen without a perk is 9/10 times a terrible idea.

  • Zozzy
    Zozzy Member Posts: 4,759

    Sadly the devs already commented on survivors tapping the gen for 0.00001 second to stop regression and they think it is a "FUN" mechanic and won't change it.

    AKA they cower in the corner at the thought of upsetting survivors.

  • darkcloudlink
    darkcloudlink Member Posts: 326

    These are the same dves who refuse to change NOED because they think the surprise factor is "fun", which has also been stated in a Q&A. NOED has been upsetting survivors for years now, and it's still not changed, so I don't share that sentiment at all. They just don't know what fun is, I guess. I like the idea of working on a gen for a couple seconds before the gen stops regressing, though. If it gave you a score event for stopping the regression, that would be even better.

  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    I get what you are saying but NOED can be countered by destroying all totems before the exit gates are powered. There's no real counterplay against gen tapping. I'm not saying NOED isn't annoying, but there's a difference.

  • darkcloudlink
    darkcloudlink Member Posts: 326

    I wasn't trying to compare gen tapping to NOED, the person I replied to was just saying the devs only listen to survivors because they don't want to upset them, which isn't true at all. They DO in fact try to balance for both sides.

    As a side note, I don't believe in the "just do bones" stuff though. Solo Queue or the RNG (especially on places like RPD) make totems hellish to find/keep track of. If one side has to go out of their way to try and pre-counter a perk out of fear that it would drastically put you at a disadvantage, it should very much be changed in some way. That goes for NOED, that goes for Adrenaline, and probably a few other perks.

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    Kicking a gen is worthless when a mere fraction of a second tap from a Survivor can negate the time you took to kick it.

    Kicking should take 5% off always, bare minimum. Don't even nerf Pop to compensate, an extra 5% won't magically break the game.

  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    Oh sorry, I thought you were comparing how both are considered "fun". As for "do bones" I am excited to see how Boon Totems shake everything up.

  • SkeletalElite
    SkeletalElite Member Posts: 2,704
    edited October 2021

    I personally think both base and ruin regression should be .5 c/s and that pop should be nerfed to something like 15-18% to compensate for the fact that the gen regresses faster afterwards

    Surge/jolt should work on special attacks and should apply incapacitated to survivors working gens it triggers on for 14 seconds. Maybe reduce the cooldown somewhat.

    Eruption would be fine with this change I think.

  • KerJuice
    KerJuice Member Posts: 1,900

    I would revert toolboxes back to launch, increase base regression to -30 charges, revert ruin & undying back to vanilla.

    Increase time for having multiple people on a gen by 2 seconds per person, and spawn 1 less 3 & 4 man gens on each map (it would convert to a 2 man gen). Buff Technician by 4 more meters, reduce penalty for missed skill checks by 2%. Buff Oppressed Alliance with a button prompt to cancel the entity blocking the gen, so if your’e in chase, your teammates can finish the gen.

  • Myla
    Myla Member Posts: 1,551

    Survivors touching a generator in a split second undoing the 2 second investment/ loss of distance you just did is a serious problem that plagued the game for years.

  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    Isn't Surge getting buffed to do just that? I thought it got changed on the PTB...

    I wish Oppression got a buff to give an increased penalty when failing the skillcheck. It's decent, but could still use some love.

  • SkeletalElite
    SkeletalElite Member Posts: 2,704
  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    I know, I just checked, I was thinking about Third Seal and Blood Favor.

    Hopefully Surge gets the same treatment in the future :(

  • xnicolay
    xnicolay Member Posts: 70

    Kick gens is a joke, right now.... waste of time/ useless.