http://dbd.game/killswitch
Repurpose Luck for item rarity to help with challenges
Greetings!
TLDR:
Luck is an outdated mechanic, whose only purpose is for a SWF to abuse Slippery Meat and luck perks/offerings to create a Kobe build. While this was kinda cute and clever... it sucks to play against, no one would be unhappy to see the back of this. Any normal person wanting unhooks will use Deliverance.
It's commonly mistaken by new players to affect item rarities, so why not actually do it? As such I propose repurposing Luck purely to affect rarity of items out of chests (including rummaging)...
Chests are weak... what's the point?
You may say "This will never be strong/meta... so why bother?"
Your're right... No... it won't be strong or meta, but there are a tonne of tomes and challenges to complete in this game, and a not insignificant number of them require maps, keys, or are things a high level flashlight, medkit or toolbox could really help with.
Thing is, these items are rare, they don't pop up in the blood web very often, and for new players (the people likely going for the challenges) it's not uncommon to burn through 40 levels and never even see a god damn key or a map (only a little bitterness I swear😣).
Doing this at least let's you try to farm for the type of item you want, especially on a new character.
Slippery Meat:
Option 1:
- 100% unhook but you expend an additional hook state.
- Only usable in tier 1 struggle. (Obviously)
Option 2:
- Doubles the AFC range.
- Disables when gates are powered.
Needs some kind of a rework, open to suggestions. I thought about making it so no struggle checks on t2... but then realised that would allow a second Deliverance and be absolutely busted... I then thought limit Deliverance to once per game... but tbh... it would still be pretty busted.
I figured having to lose an additional hook state is a pretty wild trade off... that means if you get hooked early it is not good.... but could in end game be absolutely clutch... alternatively piggy back off the new AFC and have it as a counter to proxy camping.
Luck Details:
Affects item rarities, each point of luck increases the median of rarity for items. I won't do the math because I hate stats, but basically I would make item drops a bell curve distribution and have luck shift it to higher rarities like it kinda does already for Plunderer's Instinct, and stacking luck effects shifts it more.
The following table is from the wiki based on testing completed on reddit, and shows the approximate probability of obtaining each Rarity Tier without and with equipping Plunderer's Instinct:
Rarity Default Plunderer's Instinct III Common 43 % 14 % Uncommon 33 % 18 % Rare 16 % 22 % Very Rare 5 % 31 % Ultra Rare 2 % 15 % https://deadbydaylight.fandom.com/wiki/Chests
This is the kind of thing I'd hope for from any luck based perks/offerings. Rework the following perks to use luck so that the probabilities of items from chests unlocked/rummaged are tied to item rarity: -
- Plunderer: Instead of being ambiguous now change description to increases Luck.
- Up the Ante: Remove tokens and only affects carrier. Luck now increases probability of higher rarity items.
- Pharmacy: Guarantees a medkit, but significantly increases Luck.
- Residual Manifest: Guarantees a torch, but slightly lowers Luck.
- Scavenger: Guarantees a toolbox, but slightly lowers Luck.
EDIT: The obvious Key/Map perks signficantly increasing Luck is a given... Lara Croft is the dead cert for the map one! Some kind of thief/pickpocket original character for the Key one would be cool!
Aim/Goals:
This allows survivors to hunt for items they can't get from the bloodweb to help with challenges. It requires a pretty hefty investment of perks and would never be meta, but for certain challenges/tomes and achievements, and even just building a stockpile of items on a new survivor, it would help a lot.