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luck, chest and self-unhook rework idea and suggestion

brunohvs
brunohvs Alpha Surveyor Posts: 88

Well, nowadays luck is a very subused aspect of the game, it's very meme and basically has a zero effect on the game, right now it does two things if I am right informed.


1- increase chances of unhooking yourself, what is extremely unlike for you to try


2- increase chances of high tier loot on chests, that are random


Both this mechanics are underused by players and weak  as themselves, because if a player want an item, they will bring it to the game and if they wanna farm items they will bring BP offering and get them on the bloodweb and not on chests, also trying to unhook yourself will make the hook time pass faster to struggle, what doesn't really helps at all, it indeed can completely destroy your game.


So here comes my ideas and suggestions:


Self unhook: 


By base, as it is now, you should not be able to try to leave, luck offerings and slippery meat should not just allow you to try, but they should give you an amount X of tries without consuming time on hook, for an example:


The global luck offering should give the 4% plus one chance of self unhook with a base unhook chance of 14%, unhooking can only be done at first hook stage, is a chance based thing, and doesn't really help that much since you will not have the help and healing from a savior upon self unhooking. So when affected by luck the base chance should an interesting number and feel like a cassino, you throw your offering/perk token and maybe win maybe not, but losing one hook state is too much as a downside.


Thats why you would have the luck offerings giving one try(when affecting everyone) and two(when affecting yourself) and slippery meat giving three. This would mean that in a 4 luck to all game, each surv would have 4 (7 with slippery)tries of 30% chance, almost guaranteeing a solo escape, and even if failing, they just spent all this resource without gaining anything, they would not lose their hook state.


“oh but that would be so powerful to almost guarantee going out alone, killers would be too ######### up by this, you surv mains dont get it”.


Dude i am a killer main, deliverance almost guarantees unhooking yourself and spends only one perk, it is not even used so commonly because its not that powerful.



Chests: 


We have chest perks, chest offerings and exactly why? We take to the game the items we need and basically don't open chests unless we have some perk that forces our needed item to appear, because it could come with something not useful and just be left behind, there on the floor. Also luck affects the qualities of items spawn, but it's still random and items aren't that great without a backup playstyle and perks.


Lets delete normal items from chests altogether, they only appear in chests through rummage perks, instead we will have some useful non bringable items in chests like:


smoke grenade: yeah that one from 2v8(three rarities that increase the smoke radius by 3 meters each)


Monkey doll: a clapping monkey doll that you can install in a generator with at least one charge of repair, it feeds on the generator energy to clap in random sets of time, making loud noises until a killer kick the gem(for distraction purposes)(Three rarities that increase the amount of monkeys gained by 1 for each)


fog gear: A generator part made of fog that can be installed by touching a generator and repairing it for 5 seconds, the gear reduces the amount of total repair needed to finish the generator by a%, but if the killer damage the generator in anyway the fog gear is destroyed. Damaging the survivor that hold an iridescent gear also destroys the gear(three rarities that reduce the max amount of repair need by 7% for each, meaning that you reduce by 7/14/21% with those)


Wood and nails: Allows you to see the auras of pallet places without a pallet, when standing on one of it you can make an action of 8 seconds that generates a loud noise, to build a pallet( three rarities each increases the number of uses by 1, so you built 1/2/3 pallets with those)


Red hot iron: A red hot piece of iron that never cooldown, upon making a 10 second stopped action where you scream making a loud noise notification, you can cauterize your wounds healing yourself. (three rarities, each rarity reduces the time taken to finish healing in  2 seconds for each, meaning that each rarity will heal you in 8/6/4 seconds.)


With this special items idea, survivors would have a moment of glory upon getting an item, which would make them search more chests, working as a slowdown of sorts for killers. this way even if they get good items that can allow then to get some time savings, they are all counterplayable by the killer and and have downsides and interactive actions, so the self healing one, makes you shout, so you'll probably enter in chase again, the generator one can be undone by the killer, the pallet one can be a bad choice and be played around, the monkey could be ignored and even used exactly supposing it will be ignored, by putting it in the gen you are doing, the smoke blocks all visions, making it a whole game of map and intention read.


All of them powerful, all of them exclusive for chests, all of them counterable, but all of them cool as heck, imagine that 2 minute chase steve who just got hid of the killer with just an injure, he opens a chest and gets a red hot iron. He burns his wounds screaming, the killer comes exactly when he finishes healing… Round 2 MFER… thats how the game should be, killers are scary and survivor are epic survivalists making rambo stuff to try and win against an unstoppable force.


Luck:


Lets talk about the most unused mechanic in the game, it should affect the unhook chance, the great skill check size, the chest item raritie spawn, and the amount of pallets in the game. 


Maps should have extremely less amount of pallets in each one, and luck would work as reverse hook offerings making more or less pallets appear, so killers would have luck reducing offerings to lower luck by 7%/12%, reducing all that amount of things, and survivors would have the luck enhance ones. 


Adding the amount of pallets to luck, would give killers the abilities to make a map as “the game”, less sufferable if he ever uses unlucky offerings when falling there and the survivor dont using luck offerings, having luck in the game would feel more interesting, an “ace in the hole” player could become the support of a whole win like this.


This all without taking away the random aspect of luck, since the items are still a chance of coming and the placing of pallets are still random, so you are still making a bet, but it is more visible, you will feel like “this game could have been winned if instead of using a hook offering we had used a luck one and vice versa. it is no more a meme build, but a valid choice.