http://dbd.game/killswitch
You backpedalled so hard
So new Lucky Break is now 45 seconds. A Self-Care heal is 32 seconds. That means you effectively get 13 seconds of use out of this perk.
If you don't self-care and use a teammate the heal is 16 seconds, but you still have to find someone which usually takes more than 16 seconds. Any way you put it, you get less than 15 seconds of actual use.
Great, devs! You really showed how scared you are of killer backlash. You changed one single perk to be good and usable in 3 years and then you backpedalled so hard and made it useless.
Comments
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Med kit?
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Medkits exist for a reason.
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They should just revert it back to the way it was on release, I'm scared that the perk will be obsolete.
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apparently you are supposed to start instnatly healing when you activate it?
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We are going to monitor feedback around the changes made in the patch today, and the designers will look into the feedback surrounding Lucky Break.
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Oh, so you have to use a purple/green medkit with good addons and a perk slot to be able to get a tiny bit of use out of Lucky Break. Interesting balance standards you have.
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Inner Strength...
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I mean it's still 2-3 chases that you can very easily escape. And it's active at the start of the game.
Denying the first hook of a killer cause you dissapeared when you took a hit after looping for a while is still pretty good.
Not overbearingly must have good, but i'm sure it will end up in builds now
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And nothing is going to happen. We heard this before. It's the same thing that happened to MOM. That wasn't a nerf, it was a death sentence. But new Lucky Break wasn't nearly as broken as MOM so I don't get why the designers keep using a hammer for balance changes instead of doing more sensible tweaks.
What is even the point of buffing something if it still isn't going to be used?
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Alright, hold up.
why does this whole thing read like
'it's so bad that you altered a change that would have given survivors an unfair advantage just because people said it'd give survivors an unfair advantage'
y'know, I'd actually go much further and bar lucky break from being used together with iron will entirely
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Oh yes because they reduced the time of a perk that all 4 survivors could run to remove all visual tracking tools for killers. Its fine honestly, since there are also other perks that can take away scratch marks multiple instances during the match. If lucky break stayed for the full 90 seconds then it just invalidates Poised, Babysitter, Dance with me, Deception, Distortion, and Self Preservation doesn't it?
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You are just bad at reading probably. This whole thing reads "why did you over react and made it useless instead of actually putting some thought into it and coming up with a more sensible change if a change was needed?"
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Lucky Break, Inner Strength, Quick and Quiet.
You're welcome.
Imagine using Self Care...
Post edited by Seraphor on1 -
taken into account how many people (on surv side) rejoiced at the originally proposed change because it'd make them invisible for the duration, i think i read that fairly well
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My fine sir, have you ever heard of a medkit? Perhaps Inner Strength?
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Med-kits, pharmacy, inner strength, botany knowledge, desperate measures. I hate to break this to you but sometimes to make perks more viable you have to pair them with other perks. This is something colloquially known as "perk synergy." The game even allows you to pair up to 4 perks together! Isn't that great?
Post edited by FIEND8LOODED on3 -
So you want infinite invincibility? Being able to easily escape one chase is the equivalent of the original DS. You're effectively demanding to use DS multiple times per match lol.
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I am really lost with your logic if there is any logic
"So new Lucky Break is now 45 seconds. A Self-Care heal is 32 seconds. That means you effectively get 13 seconds of use out of this perk"
What happened to the other 32 seconds of Lucky Break ???x100000000
Or they count ? This perks wasnt made so u can heal and use it again at least not anymore. The idea here is one time use u get 45 seconds to escape the killer which is pretty good. From there we can talk if the perk needs something else like a passive or maybe the blood part should stay longer like it used to be. But the scratches part is absolutely fine. They just cant add more seconds to it cause it is STUPID powerful
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maybe use inner strength instead of self care
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the only change is that instead of being able to ninja vanish after getting stabbed two times a match you can now only realistically do it once. The perk is fine and if you get to use it early it can still be extremely powerful
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They messed up the perk. Buffed and nerfed the wrong things.
In my opinion, the whole problem with it in the first place was the timer. Way too short, long chases made it pointless.
They've added the removal of scratchmarks, but also have a short as heck timer making this usually a 1 use perk. Not good enough for that either, as most of the time a killer can still keep track with just their eyes or footsteps/grunts of pain without iron will.
For this to be the most effective you have to use 2 perk slots minimum, and a good medkit so item slot.
It needs a huge increase to the timer, remove scratchmark buff, maybe add grunts of pain reduced x amount. Removal of footsteps could also be a better direction.
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Please be careful of what you're doing with Lucky Break, escape for free from your chases is not healthy. :/
Nurse is already a big victim of this buff, and as a Nurse you can't really do anything about it
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I tried it out and I was able to get one free chase escape -- maybe two, depending how fast I escaped. I never used the old Lucky Break, so I'm not sure if that's worse than how it used to work, but 1-2 free escapes seems fair to me.
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