Fix Gen Tapping!
It takes Killer's 2 seconds to kick a generator & start it regressing.
It takes Survivors 1 frame of animation, which can be done mid-chase, to stop the regression. That's 1/60th of a second (since the game runs at 60 frames per second).
Look at that discrepancy; 2 Seconds for the Killer to regress. 1/60th of a second for Survivors to STOP the regression. 120 frames to regress, 1 frame to stop regression.
A Killer kicking a generator takes 120 times more time than a Survivor needs to stop it.
This is pure BS. The Killer is SUPPOSED to be the power role. But while they pound on a gen, a Survivor gets to give it a friendly wink while sprinting by to undo his work.
In a game where the Killer has very limited time to do ANYTHING.
Survivors should not be able to stop regressing gens in a chase.
Make it so the Survivor has to work on a gen for 1 second, then an easy skillcheck pops up (unless the Killer superseded it with something like Overcharge):
If the skillcheck is hit, the generator stops regressing & resumes progressing while a Survivor works on it, like normal.
If the skillcheck is failed, it will be 3 seconds before it will pop up again.
(Again; if Overcharge was used, the FIRST skillcheck will be Overcharge's, if failed, the next Skillcheck will be easy. If Overcharge is succeeded, then it counts as the 1 anti-regression skillcheck)
While the skillcheck is not passed, but the gen is being worked on, regression & progression are both paused. Regression will resume if the Survivor(s) leave the gen before succeeding at the anti-regression skillcheck.
If the devs actually care one whit about game balance, gen tapping will be fixed.
Comments
Refer to this post: https://forum.deadbydaylight.com/en/discussion/248602/gen-regression-rework
Vote and comment to help the devs see it.