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Your opinion on the "luck" mechanic?
"Luck" affects only unhooking yourself and escapes from bear traps at the moment. Do you think it should get some changes?
Your opinion on the "luck" mechanic? 20 votes
Comments
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Other.
I like it as it is, but I think Luck should affect searching Chests and the chance of getting a Skill Check as well.
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It should get changed/reworked.
As an Ace Visconti main, I have a lot of opinions about the luck status effect
While I love to play the part of the gentlemanly, lucky gambler who's cocky enough "ta risk it all" on a dubious play and when it works out only say "What can I say? I'm just a very lucky guy... if you want I can rub some off on you ;)". The actual luck mechanic itself has so little impact and its effects are so obscure when people talk about balance or status effects "Luck" hardly ever makes an appearance in those conversations.
Luck is a really old status effect that needs to be buffed and / or updated, it only affects very few perks none of which are meta, it and affects a rare few actions as well. I was under the impression that it affected everything RNG related so searching chests for items, skillchecks, escaping beartraps, self-unhooking, etc. but apparently, according to the wiki it only affects two things: freeing yourself from a hook and freeing yourself from a beartrap, it specifically states that it does not affect the rarity of items you pull out of chests.
This is part of the problem because I don't know if this is actually true or not because the devs have always been pretty tight lipped about what Luck actually does from what I know. The page itself was last edited as of Sept. 17, 2019 so it seems to me like it's up to date but at the same time the notion that it only affects the outcomes of two actions is just wildly unbelievably absurd. It makes it so utterly pointless it's astonishing if the wiki page is to actually be believed or not.
In order for Luck to be any good it needs to have a hand in almost every action possible. What I mean by this is not making all or many actions RNG, but taking actions that don't have any RNG and applying a "Luck RNG". Basically, if you're not running luck offerings or perks then nothing happens, if you are, then there is a chance something good can happen, that is how luck should work.
This event is called a "Lucky Bonus" which is the "good" thing that can happen if you are lucky enough, a few examples / ideas of which I have provided:
Lucky Bonuses
Chests. This is the most obvious, it should affect the rarity of the item that you pull out of a chest you'd think that would make sense already.
Skillchecks. If you're lucky it should affect how easy a skillcheck is. This could take on a variety of forms or effects for example: the skillcheck is placed further on the circle giving you more time to react, the pointer might have a chance to move more slowly than it currently does, perhaps the size of the white highlighted section of the skillcheck is increased making it easier to hit great skillchecks, when you do hit a great skillcheck maybe the progression you gain from it is increased from 2% - 3 / 4 / 5%
Totems. Instead of having a hex be bound to a specific totem and you having to pick the right one, this could be turned into RNG with the game selecting which Hex you cleansed only after you broke the totem. Increased Luck would make it so there's a higher likelihood you break Hexes that will not adversely affect you. AKA Hex: Ruin, Hex: Huntress Lullaby, Hex: Devour Hope, etc. and a decreased chance to cleanse Hex: Haunted Grounds, or more recently Hex: Retribution.
Noise notifications. Luck could decrease the chance that you set off noise notifications for the killer, for example failing a generator skillcheck might possibly prevent the generator to explode. When fast vaulting a window, pallet, or into a locker there could be chance no noise notification occurs because you were lucky enough to pull off the action perfectly: smoothly and quietly. There could also even be a decreased likelihood that you set off crows
Completion of certain actions. Much like how escaping a beartrap or feeing yourself from the hook are already affected by luck other actions such as finding the key in the correct jigsaw box to free you from a reverse beartrap.
Clarification
Now, just to clarify I'm not saying luck would provide all of these effects at once, much like The Doctor's iridescent king add on used to choose an affliction that you would suffer from at random, Luck would have the ability to provide a bonus at random (or potentially no bonus at all, because again, it's luck). You might be lucky enough to have one of these bonuses happen, or maybe even multiple of them to happen at the same time.
New mechanic: Lucky Streak
The one thing I would like to add is a new mechanic which would be called "A Lucky Streak", basically if you are running anything that increases your luck, you will gain luck upon a successful action or Lucky Bonus. If you successfully hit a skillcheck or great skillcheck that was affected by luck, your luck goes up. If you were lucky enough to prevent a noise notification like setting off crows, your luck goes up, and so on and so forth. What this does is it invisibly stacks the number of events you have succeeded because of your luck and it increases the likelihood that the next action you perform that has anything to do with luck will receive a lucky bonus. Eventually leading to a "streak of good luck and fortune", this isn't a baseline effect of luck, there would actually be a low chance of it happening, you would have to be pretty lucky to initiate a lucky streak, but when it does happen it would snowball your luck basically.
Just some vague thoughts and ideas on an already vague topic to begin with, hopefully more people start talking about luck and the devs do something with it because I really believe the status effect has so much more potential in it than what we see currently in game.
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