So what changes would you make to lucky break to make it more "balanced"
Imo I feel the perk is fine now and actually viable enough to be used more and encourages survivors to use different perks. (Thats what people wanted right? Genuine question)
It is undeniable to say that lucky break right not is not good and is easily F tier. Pair it with iron will and some builds it becomes d teir. (Still pretty bad)
So those of you concerned (and I'm really confident those of you who are and/or ask if lucky break timer resets when you heal yourself have never used the perk before), how would you change current Lucky Break to make it not useless and bad, but in your eyes more balanced and not overpowered?
Edit: to be honest I forgot why I made the post it's not coming to live ( not because survivors can't have good perks) I just have a feeling it's not coming at all.
Edit 2: please let this post fade into obscurity I don't want it up anymore.
Comments
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Make it permanently remove pools of blood.
It's a perk that was designed to hide blood pools, it should stay that way and be the best at it.
Give the new effect of no scratch marks after hit to another perk that is already flavored around them like lightweight.
I really hope there's still a chance to make lucky break permanent no blood pools perk, I really really want it to be that.
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Would that really make it good though? If it wasn't good enough for people to run when it was a limited time how would making it permanent be good enough for people to start using it?
Sure its technically better but not by s huge margin to consider even synergizing with something else much less use on its own.
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+1 on that suggestion
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No blood is so ######### strong. I cannot imagine a perk like that being permanent.
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People on these forums overact at any survivor buff. Lets see how this version of Lucky Break actually plays out. I remember reading people QQing about Smash Hit, Power Struggle, Built to Last, For the People, Any Means Necessary, Breakout and Second Wind.
Each one was meant to 'shake up the meta' yet pretty much nobody uses them. Only survivor perk I actually see people use often from a recent survivor is Soul Guard and they are nerfing it in the next patch.
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Man, it's the only chance at a perk that removes blood pools forever. We're never getting another perk that would potencial to permanently remove blood pools, lucky break is the only hope for effect like that.
I can guarantee that if it was changed like I suggested, it would become one of my most used perks. I really want perk that removes blood pools which isn't no mither.
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Yeah...I'll pass. There were people that said MoM wouldn't be a problem either, though 99% of sane people immediately realised that it would be problematic. Removing scratch marks in chase after a hit is stupid strong and an immediate chase ender if the survivor has half a brain. Just like MoM it might not be bad in isolation, but if all 4 people run it its a nightmare. If this goes to live my already basement level opinion of BHVR's balancing mindset would sink even lower.
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I think hiding scratch marks for that long is too good at least in the actual moment of the game, so we could start by making the perk only affect the pools of blood.
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Iron will does the same and it's a fair perk. There are many ways to track survivors, blood is only one of them. And if you're using 4 perks to get all of the effect together, well you're sacrificing all of your perks to make stealth/juking build work insted of Dead hard, DSes, BTs etc.
I truly belive it would be fine. We can use more perks that support stealth and aren't overpowered but just good.
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Not having blood pools at all wouldn't be that strong.
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IW is fair because there are other ways to track. The current buffed Lucky Break has a time limit because its so strong. Keeping track of a survivor becomes keeping LoS on that survivor. Thats why the 90s limit.
In a world where IW does exist. A permanent perk that removes blood with no downsides is making a survivor near untrackable. Scratchmarks still exist but there are perks to make you walk faster and run without scratchmarks for set amount of time.
Now, if you were to say no blood for a set time (seconds) after being hit, I could be in favor of it. But not a permanent one.
You can hold your tongue but you can't stop your guts from falling out.
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To be fair, a lot of outdoor maps already obscure pools of blood a lot if there's enough grass, blood tracking is most effective on indoor maps with bright floor to see the blood properly.
You need to use 3 stealth perks to be able to get to the point of having almost no visible/hearable tracking, that's as good as full build at that point. If you use that many perks, it's supposed to be good at what it focues on. Besides new lucky break is so strong because it packs all of those effects into single one time use (possibly 2) perk.
If you see that survivor lacks blood, sound and sometimes scratch marks, you know he doesn't have other strong perks, no DH, no BT, no DS.
Most killers begin to focus on tracking blood if they can't see scratch marks and even if all of that lacks you can very often be in position where it doesn't matter as you have LOS on the survivor or you can predict their movement.
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Removes blood pools and scratch marks for X/X+5/X+10 seconds. Lucky break resets whenever you are healed.
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Even if all these affects were seperate perks, it would be the most powerful build in the game. Being able to freely run without leaving signs for the killer to follow would be meta.
Not having blood, which can be seen in grass just fine, would be a must with the other two.
Not making any noise being the cherry on top. You would undetectable unless you run up to the killer.
As for IW, it has been bugged for years now. It's supposed to surpress only grunts of pain. Not breathing like it does now. BHVR is just to lazy or doesn't care to fix it. You are not supposed to be completely silent.
Having three perks break every way the killer can track would be detrimental to the game. Some limit needs to be made. That's why the one perk that surpresses pools of blood gives you only one health state.
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@MandyTalk could you please close this post.
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That Soul Guard nerf only removes that meme strategy for SWFs that stacked it with Botany Knowledge,WGLF,Desperate Measures and medkits to pick each other up over and over again.
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Hmm well I don't agree but I respect your view on this.
Personally I wouldn't mind at all if new completely new meta of 4 stealth perks emerged as it would be completely new way to frustrate killers (and me as one of them) compared to the nearly 5 years of 4 second chance perks meta.
I would warmly welcome our new stealth perk overlords if that were to become the new popular thing.
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Body is 1 character too short.1 -
Why is this post still open?
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Were you expecting an immediate close and ban?
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Don't they close it fast? And I don't wanna get banned. I just finished with the post.
Did I do something wrong?
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We have nercos from years ago. Post don't get closed unless they become toxic or they move.
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I have closed a post without it being toxic or more before.
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You make no sound + hides scratch marks but not blood pools for 60/80/90 seconds.
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