Kicking mechanic should be changed (+Overcharge "buff")

Kicking a generator is useless, since a survivor can simply "tap" the gen mid-chase or going for an unhook. It takes 2 seconds to damage a generator, while it takes ~0.36 seconds to "tap" it.

Two possible solutions would be:

  • The regression from a kick stops if a survivor works on the generator for 2-4 consecutive seconds.
  • Damaging a generator instantly loses 1-3% of its progress.

This would make the "kick" mechanic more usefull, especially when there are two or more survivors close to a generator.

Also, the perk "Overcharge" (A possible counter) is weak, since decent survivors can still succeed the skill check while running.

A solution: If the survivor doesn't finish the skill check (By running from the generator), the skill check instantly fails.

Comments

  • My post from a similar thread was the following.

    -2% progress immediately (removes 4 seconds of work, roughly)

    Buff base regression speed from -0.25c/s to -0.33c/s, nerf Ruin to be 100%/125%/150%

    Make it so a gen has to be repaired for 5s in order to stop regressing when left.

    Add on the bit about Overcharge not being possible to "cheat" (I have no idea why it doesn't work like a normal gen skill check, if I'm not mistaken Oppression does), and that would be a substantial buff to gen kicking. This would heavily punish survivors for mindlessly gen-tapping in the middle of a chase or right next to the killer as well.