I have a question about gen kicking
This isn't a suggestion, I'm thinking about this a bit more before I actually put this into suggestions/feedback. So, I'm just looking for a general insight about this.
I don't know about anyone else, but I feel like gen kicking in on it's self has become slightly obsolete without any other perks. I'm not too keen with general regression of normally kicking the gen, but would you find it strong if kicking a gen had a slight base percentage to kicking a gen as well as normal progression. Nothing huge and with the option to not be able to stack with Pop's super kick. I'm thinking like 3% or something, it's extremely small but it would allow maybe some slight changes I'm killer builds.
I thought about this for a while now since playing some killers with no map pressure is just brutal with dealing with that option. Maybe depending what the killer's power is it would allow the percentage to be bigger, basically, anyone who can get around the map in seconds has a lower percentage while much slower killers have a slightly bigger percentage to a normal gen regression.
Do you find this as a good choice or would you suggest something else to combat this.
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It hasn't become obsolete, it's always been obsolete. Kicking gens 99% of the time is a waste of time at base.
They've needed to add a faster gen regression at base for years. Every 4 seconds of regression is only one second of the survivors time.
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I think that it should take survivors 3-5 seconds to begin working on generator, with a unique animation that you have to fully go through before actually repairing the gen. If you stop during this 3-5 second window, you have to start it again.
Would completely prevent gen tapping, and it means that, for the couple of seconds invested by the Killer to kick the gen, you are actually gaining something in the form of slowdown.
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I thought about this a longtime aswell, I feel that the base kick should get some buffs to justify it on the higher ranks gameplay.
My suggestions would be 1 of these:
- The gen immidiatly loses 5% progression and then it starts regressing. Kinda like a mini pop as baseline.
Or
- A survivor needs to hold atleast for 3 seconds on the gen to get rid of the "damage". If the survivors let go off the gen before the 3 sec animation then the gen keeps regressing. This stopps the gen tapping mid chases or that a survivor runs to the gen the moment you leave, they tap it and you try to run back.
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I think that kicking should automatically grant 10% and pop should be +15%.
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Not to mention just tapping a gen shouldnt stop the regression. I hate chasing a survivor only for them to tap the gen during the chase to stop it. Survivors need a base skill check to stop the regression nothing hard just something they cant just do for a second during a chase.
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There's a few ways to solve that.
I kinda like the base kick itself gives like a 3% regression. Nothing heavily substantial, but a punishment for tapping. Makes them have to think before auto canceling a regression.
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Yea but The Devs wouldn't go for that so the animation one or skill check one would be one THEY would choose.
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There's a counter to all suggestion in the form of perks ....
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Perks required to bandaid fix bad game design is flawed reasoning.
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Which there's some irony here because the whole reason they wouldn't do it is because they're worried about low skill survivors when something like the skill check would do nothing against high rank survivors but hurt low skill ones.
Animation one I guess is something. It wouldn't do much though.
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Maybe they would have to complete the whole animation before the gen is fixed, which is three seconds of extra regression (I hope they decide that) which would be perfect
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It's not a bad game design. It's just a game design.
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That would fix the gen tapping issue, but it still doesn't fix the issue with the regression itself not being enough.
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Those aren't mutually exclusive.
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That's fair, that's why I was thinking of allowing a slight bonus to the regression as well.
Like a tiny pop, it would be small, but it would allow more options to be done and drop a 99% gen
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It should be 5% (nerf Pop to 20%) and have the same regression as Ruin. 319 seconds to regress a gen a single survivor can do in 52 with a toolbox is just stupid. I also think the animation should be slightly faster, maybe the same it is with Brutal.
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That would sound like a good solution. Something like 5%.
I generally don't think people realize how actually small those numbers are either. Like literally even if we did 5% that is only four seconds off the generator. Barely anything. I mean the killer spent vastly more than 4 seconds just walking over and doing the kick animation, much less the map pressure lost by doing it.
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It's bad game design when a game feature does literally nothing across most levels of play except penalise the person using it.
In almost every situation, the killer's going to waste more time kicking than they could ever even earn by regression. Hell, even doing it for something like PH's once-a-minute undetectable is nullified by the fact the thing goes and illuminates itself so EVERYONE KNOWS.
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Exactly, something that would allow their kick to be used more option, just a base kick.
Now I personally don't think there should be a skill check in the 3 second animation of repairing the gen from the kick, that would be a bit too much. But, after the seconds are up, it would just be a regular gen
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