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On "Lucky Break"
Lucky Break already has a great precedent for how it should function:
-> Sloppy Butcher <-
Sloppy Butcher makes blood pools spawn more frequently as it increases in tiers (and this is done by decreasing both the max and min time possible between bloodpools spawning)
Lucky Break should use the same mechanic and make blood pools spawn less frequently (by increasing both the max and min time possible between bloodpoools spawning)
Lucky Break
- slightly/moderately/considerably (i.e. +1.2/2.0/2.8 seconds to max and min times) decreases bleeding frequency
Original Post below:
It would serve players much better if it functioned as Sloppy Butcher does in regards to blood: each tier affects (increases slightly/moderately/considerably) both minimum and maximum times between blood pools spawning under injured survivors. I would consider running the perk if this were the case.
It also makes little sense that an injured survivor doesn't bleed at all for a duration without a med-kit, which is how the perk works currently.
Comments
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It also makes little sense that an injured survivor doesn't bleed at all for a duration without a med-kit, which is how the perk works currently.
You're saying in a game where you can get hatcheded, chainsawed, maimed and a couple of back rubs heal you up.
This is a video game. It doesn't have to follow sense 100%.
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This game is most certainly not a logic zone, but there's a clear difference between appropriate suspension of disbelief as the world supports it and the removal of feasibility through nonsensical mechanisms.
My argument is based on usefulness much more than logic, but it seems you've fixated on the portion of my post simply there to sand the edges of a change.
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Okay.
Unless you're also suggesting to remove the timer thingy then this is a nerf.
And overall even if you did remove it i feel like it would be less worth to run it.
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Ah, sorry, I thought that was a given. My desire from having scarce bloodpools rather than none comes from mainly the hope that I can leave a blood pool in front of an obstacle and run away from it without leaving a bloodpool again for a short while. I'm much more in favor of giving false information (that if not used to make a hasty decision, can be thought through) to the opposing side rather than simply removing information all together. It's the reason I dislike how narrow the scratch mark spawning range is right now.
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If Lucky Break worked like it did in this post, then what's going on with it rn wouldn't even be an issue.
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I think it should be % based (similar to iron will), that way you would be able to keep the no bleed effect without that worthless timer. It'd be something like 50%/75%/100% less bleeding.
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I think that's kind of how Sloppy Butcher works; it decreases both the max and min times, which in turn affects the "chance" for blood to spawn at any given moment, resulting in a percentage of increased bleeding.
But yeah, your explanation is what I was trying to get across in the OP (I think).
I'll edit the post to reflect that.
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