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Suggestion: Kicking A Gen Should Have a Base 2% Regression

Gen tapping is a broken mechanic, and too many times have I seen Survivors hip-check a generator in 1 frame of animation while running away from me.

Well, if gen-tapping won't be fixed; why not make unsafe gen-taps bad? Just add a base 2% regression to any gen kick. So Survivors won't lick a gen in passing and be rewarded.

And yes; this 2% is SUPERSEDED by perks that do more, like PGtW, not added on. So if you use a perk with a bigger regression, you get the perks INSTEAD, not on top of.

Comments

  • CharlieChatBox
    CharlieChatBox Member Posts: 258

    2% is 1.6 seconds. From a 2 second kick animation. This is a net loss in progression. Why not have 5%, which is 4 seconds.

    For the superseding point, I get what you mean, but also, why not?1.6-4 seconds of extra regression would help in almost any case.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    Fair. I just don't want it to be OP, which is why I did 2 seconds and not being additive. :)

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    5% would be better imo, 2% is too little

  • anarchy753
    anarchy753 Member Posts: 4,212

    I agree with others.

    5% base, PGtW nerfed to 20%, (25% total.)

  • AngyKiller
    AngyKiller Member Posts: 1,838

    You are correct; it's an animation exploit.

    I remember, years ago, a developer said that (And I'm paraphrasing here) 'Tapping gens is a risk/reward thing. It's dangers to do in a chase, because the Killer can catch up'. Except...There's 0 risk, when it can literally be done in 1 frame of animation. 1/60th of a second is not really slowing the Survivor down.


    It seems people agree that it should have base regression applied, AND stack with perks. I would not mind that. I was just worried it'd be too OP. :)

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    If they want to keep the risk reward aspect, my idea would be require the survivor to work on a generator for a set amount of time before the regression stops and progression can resume. Perks that affect regression rate, such as Call of Brine and Ruin, can potentially increase this time.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    I like this idea, too; Survivors should have to hit a skillcheck to stop regression. And regression is only paused while a gen is being actively worked on.

    If the Survivor leaves before a skillcheck; regression resumes.


    But the last time I suggested it; Survivor mains came out of the woodwork to claim it's unfair & that gen tapping is fine. Of course, that was ALSO around the time some decided that random skillchecks when leaving a gen should be removed, too. 🙃

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    I think for that to work you'd have to have much higher odds for a skill check occurring when working on a previously regressing gen, assuming you don't want to rely on the mercy of RNGesus.

    Either a guaranteed normal skill check (like overcharge but without the tiny hit zone) or higher chances for it to occur. I think either option would help with consistency.

  • Mazoobi
    Mazoobi Member Posts: 1,614

    I've wondered if let's say a new "anti-tap" mechanic was implemented.

    For instance, it could be called Short Fuse. (I'm so bad at naming things)

    When a generator is kicked, short fuse would be added to the generator and while it's active, the gen won't add progress during a repair nor would the regression be removed. It can only be removed if a survivor remains on the gen for a consecutive 2.5 seconds.

    For clarity, you're chasing a Meg, she can no longer tap the gen during the chase because she'd have to stay on the gen for 2.5 seconds in order to remove the regression.

    Some killer perks could be buffed with this idea like overcharge: adds 1 extra second of Short Fuse to every generator you kick.

    Brutal Strength: adds 1.5 extra seconds of Short Fuse to every generator you kick.

    Just a lil idea for gen-tapping.

  • Raptorrotas
    Raptorrotas Member Posts: 3,377
    edited April 2022

    I always cringe at that " skillcheck when leaving" - argument. The skillcheck doesnt trigger when they leave, they leave during a skillcheck.

    On topic: yes to damage on kicks: 5% sounds good.

    As for the idea with only successful skillchecks removing regression, just guarantee a skillcheck within 2-10 seconds of repairing.

    Also make Overcharge a normal skillcheck. I mean that "can run away" stuff, not the difficulty

  • Nos37
    Nos37 Member Posts: 4,141

    Survivors repair generators at 1 charge per second. Basekit regression removes 0.25 charges per second.

    This should be changed to basekit regression removing 0.25 charges per second per remaining survivor.