Idea for anti 3-gen mechanic + incentive for new hooks and split of these

So since the great perk overhaul from last year the gen kicking strategy has become the most common one to see even after the nerfs to Overcharge and COB and most of the games turn into a hit and run and kicking gens simulator and make the match the longer it can take until the server shuts down or the survivors just decide to give up (most common in solo Q since it's a strategy that can make people feel exhausted without any sort of communication and coordination + RNGs of the maps for gen spawns). I know there was said that there is an update coming regarding this strategy but I wanted to give my idea just in case it could help out in some way.

How about adding the mechanic of killers being able to kick gens up to 3 times by default, and it would refresh or stack on top once they get a hook? Make the regression from kicks bigger (even adding extra for fresh/first hooks to incentivise not tunneling out and/or camping, so it would be like a little POP base kit), but can't exceed a certain amount of kicks. It would be like vaults blocking for survivors after vaulting it 3 times, the gens would block for the killer only. It would have to be tested how to find the sweet spot in the numbers, but I think this could really solve the biggest complain right now of having +30 minutes matches were killers just play with themselves in a pre-set 3 gen since the beginning of the match + it would add the incentive to not tunnel as much, without the killer getting punished if he decides to do so, but they would lose the base kit incentive to go for fresh hooks (the extra regression from the first kick after the gen).

Numbers from the gen kicking perks could also be looked at, and Deja Vu's since the last buff it got was more like a band-aid fix to the infinite 3 genning games.

Thoughts?

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