Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Because Hex: Ruin's nerf was justified, and there's no other reason to kick the generators, unless you do have Surveillance or Overcharge..
If the Developers do add an additional 5% regression for kicking the generator, you might see people using it less.. But, at the current moment, it's the only way to regress the generators at a low efficient way - The only version, that's not Hex related.
Might as well kill some time before the release of next DLC.
Furthermore, the killer may not even be able to get to the generator in time.
It does happen quite frequently, that the killer gets to the generator, while the survivors are at 92%; But, because they're repairing it, the killer is unable to kick the generator, and the survivors do repair the generator before the killer can even clean his weapon after the attack cooldown (as the survivor simply abuses the grab animation), and Pop Goes The Weasel runs out of the time.