The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Does anyone else think gen kicking needs a minor buff?

Always seems useless unless you are using Overcharge or Pop goes the weasel.

Comments

  • RakimSockem
    RakimSockem Member Posts: 2,001

    Not at all. If you feel it doesn't regress enough, use the two perks you mention. The regression speed is fine

  • My_Farewell
    My_Farewell Member Posts: 495

    Current regress speed makes kicking the gen not worth it, unless it's close to be finished and patrol around it. And by doing that you lose pressure on other areas.

    If kicking the gen took less time by default it would be ok, but that's not how it works right now.

  • Zanfer
    Zanfer Member Posts: 647

    I can go the whole game without kicking a generator and do just fine.

  • RakimSockem
    RakimSockem Member Posts: 2,001

    But it's not supposed to be devastating to the gen progress. The whole of kicking a gen is to simply STOP it where it is, and then let it regress over time as it does. If that's not good enough for you, you have to use those perks.

    It would be cheap if kicking the gen had a kind of built in Pop goes the weasel effect because that perk by itself is already strong.

    You make the decision as the killer when to kick a gen. Maybe you hear a gen started but no one is currently on it, so you kick it, circle the area once or twice to see if you can find anyone, and then move on so you keep pressure on. In that time, it will have regressed a little which is all it SHOULD do.

  • My_Farewell
    My_Farewell Member Posts: 495

    I didn't say it should have a devastating effect, i just said that the regress should be a bit faster.

    Why? Because survivors just need to tap that gen to stop that regress which costs 3 seconds to the killer to perform it (which is enough to reach the next loop)

  • Nick
    Nick Member Posts: 1,237

    Are you saying that because you mostly play survivor and don't want 'your side' to become harder? Are you trolling? Or do you actually think that.

  • xxBombcreeper
    xxBombcreeper Member Posts: 2

    I kick generators cause I use surveillance a lot. It’s one of my favorite perks

  • oxygen
    oxygen Member Posts: 3,325

    This is all I can really think of wanting for gen kicking too.

    Killer has to spend time to kick it, I don't see why survivors shouldn't have to spend time to "unkick" it.

  • Just_Playing
    Just_Playing Member Posts: 156
    edited August 2019

    Maybe if you kick a gen it should remove 5% from the gen and then start regressing. And it should be 15% Faster in my opinion.

  • avilmask
    avilmask Member Posts: 599
    edited August 2019

    I had a perk idea for a killer "Decay" that would force everything that has a progress bar passively regress if it's above 80% and not worked on.

    But key point of it was is "damaged" regression doesn't get removed, only paused while surv is on a gen, until surv passes a skillcheck, but perk doesn't force or influence chance of a skillcheck. That one part really could be good as a base :/

  • Just_Playing
    Just_Playing Member Posts: 156

    I wouldn't say a perk should fix a problem because you have only 4 slots as killer and not 5 or something.

  • avilmask
    avilmask Member Posts: 599

    We have many perks that fix problems. Both for killers and survivors. Some people call them crutch perks.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited August 2019

    By default, I believe that the act of kicking gens should regress them the same percent as a failed skillcheck does: 10%. The reason for this is simple, currently gens regress at a rate of .25 charges per second, which means that a gen regresses 10% every 32 seconds. It takes a total of 5 minutes for a gen at 99% to regress completely, so survivors can easily abuse tap and run tactics when in a chase forcing the killer to kick the gen again and again with minimal loss of gen progress. If the gens regressed 10% every time a killer kicked it however, then this tactic would be extremely detrimental and destroy their progress faster than if they just let the killer kick it once and lead them away from the gen. Survivors can repair a gen 10% in 10 seconds, less if they are using items and perks that give them progress speed buffs or have more than one survivor working the gen together. The act of regressing a gen and trying to keep it repaired should feel like more of a struggle between survivors and killers, but currently its only that way if the killer is using perks like Pop goes the Weasel, Ruin, or Overcharge and Huntress lullaby if they fail the skillchecks. There should be no incentive for a survivor to stick around a nearly complete generator when the killer is pursuing them, but currently there are no drawbacks to it since it only takes them a .2 second tap to stop regression, but 2 seconds for the killer to start it back up. Playing this way is always a losing battle for the killer, and a single survivor can take full advantage of it every time.

    If this buff were introduced, it would definitely put a crimp on the gen rush meta, allow the killers to apply better pressure, and encourage more coordinated teamwork efforts from the survivors where one distracts while others repair the damage. Obviously Pop goes the Weasel would have to be changed to 15% which gets directly added to the default 10% regression to compensate in order to keep its power from being too high, but I think that would be a fair trade if it meant that killers without that perk could still bring better pressure. This would also make more of the killers viable in the competitive ranks without having to go in and rework each killers abilities, perks, and play styles individually, as well as make failing a skillcheck feel more dire to survivors.

    Another alternative buff people have suggested is the continued 5 seconds of regression while repairing. If a gen was kicked it would take 5 seconds of repairing the gen against its .25 regression rate before regression stops which would also eliminate the tap and run tactics, as well as increase overall gen repair time by 1.2 seconds. While this suggestion seemed fine, I just don't see it being as much of a deterrent as the first one.

    What do you guys think?

  • savevatznick
    savevatznick Member Posts: 651

    Gen tapping is more of an issue than regression speed. It's stupid that a survivor can hit a gen mid chase to stop your regression on it. I don't know stuff like this is still in the game.

  • LordGlint
    LordGlint Member Posts: 8,528

    Im more of the mindset of having a minimum time spent on the gen to start fixing it again. You could implement an animation similar to how survivors have to open a chest before they can search it. Tapping a gen without any animation to slow you to undo a killer action which DOES require an animation is abit much.

  • Just_Playing
    Just_Playing Member Posts: 156

    Not really i mean what can you do against gen rush??? Ruin gets destroyed most time, Overcharge the skill check is easy too hit, etc. you now what i mean?

  • Just_Playing
    Just_Playing Member Posts: 156

    Not bad idea because Then gen kicking wouldn't be that weak anymore and they would stop with gen tapping i mean the gen regesses most of the time 2 or 6% nothing more and it needs so much time until the gen is from 90 or more process too 0%.

  • White_Owl
    White_Owl Member Posts: 3,786

    Gen kicking is not only about the regression, it can give you precious informations about what survivors are doing.

    The only thing I would change is gen tapping, it doesn't really make sense and it's not a skillfull play as devs once said.

  • RakimSockem
    RakimSockem Member Posts: 2,001

    Are you saying killers should get what basically amounts to Pop Goes the Weasel as a basekit because you want your side to be a lot easier? Are you trolling? Or do you actually think that?

    See how condescending that comes off?

    Yes I do think it's fine the way it is. Sure we can tap gens, but we can't run at 125% movement speed and the second we take to tap the gen can easily be used for you to catch up to a survivor

  • Nick
    Nick Member Posts: 1,237

    Running around like a headless chicken as the power rule while survivors swarm around a gen constantly tapping it while you have to kick it feels great. My bad you're right.

  • TWiXT
    TWiXT Member Posts: 2,063

    Yeah, Honestly all I'm saying is that it should at least get the opportunity to be tested in a PTB as a potential QoL change to the game-play. The gen-rush meta has been going strong for a bit too long, because gen tapping to stop regression is too easy. The only killers that can apply any kind of real pressure are the high mobility killers like Nurse, Billy, and Spirit, but if a 10% instant regression perk kick were implemented for all killers, in theory, it'd help the others to apply better pressure too and put a halt to the annoying gen tap and run tactics. We just won't know if this change would be balanced or too OP unless it gets tested.

    Any chance of that happening @Peanits ?

  • Slaughterhouse3
    Slaughterhouse3 Member Posts: 902

    Pretty much talking about high rank play. Low ranks it dont matter much lol

  • Horus
    Horus Member Posts: 850

    Kicking something should regress some like 5 % it make no sense damaging something and it stay the same progress as is

  • RakimSockem
    RakimSockem Member Posts: 2,001
  • Decarcassor
    Decarcassor Member Posts: 651

    I don't know if you are trying to be funny or just missing the point. 😕

    Faster gen kicking might not be necessary, but a small amount of flat regression and a 2 or so second channel to stop it are an absolute must. Its way to easy right now to just overwhelm a killer trying to defend a half done generator.

  • Slaughterhouse3
    Slaughterhouse3 Member Posts: 902

    It's supposed to be a horror game -_- not that it isn't getting better but this has always been kind of an issue.

  • Zanfer
    Zanfer Member Posts: 647

    Or instead of kicking a generator you go apply pressure by chasing a survivor

  • Awakey
    Awakey Member Posts: 3,145

    It's right there in the name. 3 gen STRAT.

    Strat=strategy.

    Strategies are viable, especially 3-gen.

  • thisrandomguy
    thisrandomguy Member Posts: 142

    In my opinion kicking a gen should regress it by at least 5% of it's current progress and regress it a little faster (75% instead of 50%) and also tapping on a kicked gen is absolutely ridiculous. You should at least work on the regressing gen for 3 seconds for it to stop regressing. Just my opinion

  • iBetClaudette
    iBetClaudette Member Posts: 299

    In that case, speed up gen repair speed. Let's see if killers like that. Quick to ask for killer buffs.

  • Saitamfed
    Saitamfed Member Posts: 1,620

    Smaller? Please not. If you run it with "Unnerving Presence" it is almost impossible.

  • Dr_Smith_
    Dr_Smith_ Member Posts: 112

    Some killer mains forget, when they played as survivors last time, so they don't have a clue that survivors 90% of the time do a very funny "sit and do the gens" game.

    It's not survivor's fault that you can't handle the gens.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Solo survivors who are trying to be stealthy or trying to get very specific gens done for strategic purposes should be able to make progress on the gen on which they have their eyes. It's already hard enough to try and avoid a patrolling killer and prevent all the partially completed generators from regressing if the survivors are not on comms and are adopting a somewhat stealthier play-style.

    That strategy should not be impossible for a survivor to accomplish, and having faster, constant regression in addition to a preliminary penalty makes it so.

    I disagree that this is the way to fix some of the lack of interaction between survivors completing generators while a killer is preoccupied.