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So what happened to lucky break?
I distinctly remember that a lot of people here were panicking over lucky break becoming a new meta-defining OP 4-man SWF perk. Even after the timer was cut in half from the PTB to live, the same fears abounded.
Yet, I hardly ever see lucky breaks now. Everything looks exactly the same, save DS. If anything, lucky break was more popular before the changes, for what I can see.
Comments
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it's unfortunate. even un-nerfed it would've been fine. now it's like a bunch of other survivor perks - in need of a huge buff before it can dislodge one of the meta perks.
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I have seen exactly two Lucky Breaks since the change - one on a Nea without Iron Will (which made Lucky Break pointless, but maybe she had an Archive-Challenge) and one on a Yui who was doing her Adept.
The Perk got nerfed too hard before going to live, the Devs got scared and a bad Perk stayed a bad Perk. Even with 90 seconds, it only had potential to be Meta, but with 45 seconds, no way the Perk will be used. And we see that, nobody uses it.
And I have to agree, the Perk is probably weaker than before, at least for those, who used Lucky Break before and were fine with the effect of just removing Bloodstains.
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It's strong as hell but it's not a free second chance so it's not meta.
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It's been shadow buffed on PTB
It's 60 seconds on PTB rn, wasn't in the patch notes
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I remember there being scares of any means necessary being op but it's extremely mediocre
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The thing with LB is that if it was too long it would make bad survivors significantly better while better survivors wouldn't need it because they want to get chased.
However as soon as I heard they cut the timer I knew that it'd be fine. Not even meta at that point.
But hey, LB + Iron Will is gonna find a way to my build at some point not because I need it but because it ######### over Spirit so hard.
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Just like most perks, meta is more important sadly
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I didn't see a problem with it as originally envisioned at the longest time. I also didn't see a problem with it at sixty seconds and I said as much. People whose opinions have more weight than mine clearly dominated. My view of things was (and still remains) shaking up the Meta from time to time is good, so I'm less adverse to risking that. This viewpoint is why I'm not at all concerned, looking forward to in fact, the new RE map. It is very different from any other map we have. Good. There are a ton of Perks that need to be reworked, but I suspect some of the hesitancy has to do with the spaghetti code. What we think of as simple changes are often far more involved.
There was a missed opportunity with Lucky Break, and I hope they fix it.
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its sad really any interesting perk buff or perk added usually just gets shafted
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While I've only ever seen it a few times since it got reworked I think that's mainly because people underestimate it. The couple times I've seen it used showed how effective it was as since often I'd get a hit and then be unable to figure where they went and often they would heal up very shortly after I lost them.
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They should have left it at 90 secs as it was on the PTB and it would have been a decent perk. It's not fun to have a 1-time use perk that hardly works. It's totally garbage.
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Lucky break isn't as op as people make it out to be
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First time i can say i mostly agree with you, 60 seconds would be have fine, cutting it in half made it near worthless on anything that isn't a indoor map
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From a Top percent player. The perk is useless, I dont want the killer to lose me because I can waste his time longer by looping him.
LB is for bad players who cant loop and need a way of escape. Also the perk gets countered by having eyeballs, and really is only good on coldwind.
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Ugh. I wish they would be a little more thorough with the minute details when they do releases.
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People just love to mock Yui don't they
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It might be left over from testing, idk why they'd leave it out of the patch notes if it was something that's 100% changing
They do work on chapters in advance so it's possible but I hope they leave it at 60. You might be able to get more use out of it when you factor in healing and downtime.
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Its not worth perk slot unless duration is 90 seconds. If you cannot produce long chase, than lose the killer, than it is not worth the perk slot.
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It's way too short at 45 seconds and if you want to use it for chases, it has to be combined with other perks. This is because the killers hearing you injured is one of the most reliable ways to know you are still in the area. The way it is designed, the only way to get the most out of it is if you go down quickly after being injured, so that the majority of your injured time is from being unhooked and running to a relatively safer location to be healed. And if you really wanted a perk for that, Off the Record is honestly better.
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I've seen it a few times and always the same situation. Swf+map offering, have yet to see it in solo use without a select map.
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if The perk was buffed to 45/60/75 then would it be better
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I would say buff it to max 60 seconds and pause the timer while healing. That would make the perk good.
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It was nerfed for some reason.
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As a Lucky Break user, I can tell you that it's one of the strongest perks in the game. People haven't been using it because they're breathtakingly ignorant.
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coldwind or indoor maps
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I've used it, quite a bit actually. I think it is serviceable but hardly the strongest Perk in the game. I used it for about a week extensively and it cycled right back out of my list because it wasn't a consistent enough return for me. Hyperbole doesn't serve anyone. I don't think it is worthless, but I sure as heck don't think it is one of the strongest Perks in the game. :)
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I'm not exaggerating. Everyone who thinks otherwise genuinely isn't thinking straight.
At its worst, at it's absolute worst, it lets people that can't chase sit on gens. Absolute worst case scenario is free gen time and lots of it. Good survivors can use it to drag out a chase for at least 45 seconds without using any resources except this perk. It is far less situational than any other meta perk, getting plenty value in most trials, and the extremely stupid part is that this one-use perk can be used multiple times.
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Do you think 60 seconds would be too good?
I've struggled to get much use out of LB, but that's probably because it's not really for my playstyle - I get chased as much as possible most games.
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This is probably the happiest I've ever been that a community does not understand how strong something is ever.
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I use LB and OoO, something people consider genuinely stupid, and killers are all the time either giving up on me or committing to chases they can't afford because of the distance they give me through all those little moments of hesitation and confusion.
Yeah, I'd say 60 seconds is a bit much. If they truly want to buff it (and this is something that genuinely scares me but would make it far less aggressive) they could shorten the timer to 10-20 seconds but let it recharge by doing a totem or something.
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Having it pause while healing would be my idea.
But maybe people could abuse that mid-chase somehow, you know what people are like always figuring out things like that
I think I'll give the perk another shot when I play survivor, you've convinced me.
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I feel like they should buff it so that if you are mending/healing your timer doesn't go down. It's probably not being used though because people don't want to run it with iron will, and from my perspective as killer it was actually pretty situational. Yeah, on Hawkins or this new labyrinth of a map it would be horrible to go against, but with pretty open maps like Coldwind or Autohaven being 5x more likely to show up it seemed weaker than I thought.
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Aren't you forgetting about monstrous shrine
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I dont like perks that reduce the killer survivor interaction. If i play killer and i chase a good survivor that has lucky break and iron will, i ll probably switch targets very fast.
I agree that lucky break is in a weird spot, like many other survivor perks. If it were up to me, i would like them to nerf iron will too.
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Yeah, I’d rather go back to (up to) 3 minutes of no blood trails.
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45 seconds is not worth a perk slot even with good medkit
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Yes, it really annoys me that the meta for survivor perks hasn't changed in years and the devs are too afraid to make a new survivor perk that's actually worth using.
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It fell into the "only annoying and overpowered when all 4 are using it" category. Plus it's really not that fun to use itself, super unfun from a design standpoint.
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The same thing that happened with Power Struggle and is happening with Flashbangs.
People freaked out and then quickly realised they overreacted. Don't get me wrong the effect is extremely strong, but its good for one chase max. I get that that can end a game is the killer overcommited but I don't see it becoming meta.
If the beta version got added in it would have been a must take perk, but with its shorter timer now you're getting one escape + heal with it and its done.
I think its a glass cannon perk. Long timer is OP and short timer is "meh, not worth a slot".
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it's grievously overpowered, however nobody is using it because they see that the timer got nerfed and think it must be garbage now
i really do not want people to start running lucky break in my games
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I couldn't upvote this statement fast enough.
As someone who plays 50/50 killer/survivor, I am absolutely THRILLED that I pretty much don't see it in the killer rounds I play. As I'm usually playing The Pig at Red Ranks, it's imperative that I get an early down to put pressure on the team I'm facing -- losing an early chase can be devastating for a killer like her that can't afford to waste a chance at early game pressure, and LB/IW is definitely something that could turn a whole game around if it causes me to lose said pressure because my first hit on a survivor ends with them vanishing into the ether without a trace.
As a survivor, I've played it numerous times (with IW) -- I am decidely mediocre at looping, but I've lost what turned out to be really good killers in chase simply by turning a corner. and breaking LOS. And even if the perk hasn't led to the killer completely losing chase, it will still buy me time while the killer needs to pick me back up again, often extending a chase long enough to get me to a safer area of the map and/or to allow my team to finish gens while that's happening, instead of me going down in a heap much quicker without it.
I've heard many content creators who play survivor almost exclusively at a high level talk about how stupidly strong the perk can be (paired with IW) -- and that doesn't count the number of killer mains who've seconded that thought. I'd take the word anyway of the people with thousands of hours of experience playing the game when they say the perk is strong. but my own potato self has seen it work well for me, and that's been enough to convince me.
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I think the reason we aren't seeing it so much is because people don't want to dedicate two perk slots to escape a maximum of maybe 2 chases if they're close together.
Sure, that wasted time can win your team the game, but I think most players just want to use more interactive perks.
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This isn't too far off the mark. I think it goes even deeper than that. I pick Perks (and I assume many others do too) based on a consistent return. Sloppy Butcher is one of the best Perks in the game because you always get a return on it. Does that make sense? I ran Lucky Break for a over a week in every match, and found it to be a useful Perk, but one that was a gamble. For me, personally, I didn't always get a return on it. To be honest, I'm pretty good at avoiding the Killer in the first place. When I do get in a chase and hit, I'm either going to loop till the guy gives up, wasting as much of his time as I can, or I'm going down. Lucky Break felt very map and Killer dependent. And like many other people mention, I really only got one good use out of it. So, solid Perk but not good for my personal playstyle.
MadLordJack is a really good Survivor, and clearly gets a LOT more consistent return on it than I do. I suspect that Lucky Break is like a Stradivarius Violin, i.e. in the hands of a master it is amazing. In the hands of a merely competent or good musician, they might as well just be playing a fiddle. So I don't doubt for a second that MadLordJack gets obscenely powerful play out of it, but I would suggest that normal Survivors (and I'm not nearly as good a Survivor as I am a Killer) won't. Does this make sense? All things said and done, I do encourage people to do what I did; use the Perk extensively for a week or so and see if it functions well for you. It isn't a bad Perk by any means, but I suspect mileage is going to vary a LOT.
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It's as strong as DS more or less a free escape. With green medkit I managed two free escapes. Very powerful. Buff it to 60 seconds and it would be OP. It's good as it is now.
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That's entirely possible. Iron Will is run so often though, for those players using it already at least, using Lucky Break doesn't really disturb their build.
When I'm not running LB, it's usually because I'm addicted to having Prove Thyself/WGLF in my build mainly for the BP gains they give you. If I could wean myself off of that and running Spine Chill, I'd likely be running LB/IW more often as well, probably in every build. Even if/when LB deactivates, I'll still get good usage out of IW for the entirety of the match.
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Basically this.
I have seen it used and it has caught me off guard a couple of times. It depends on the map or location you get hit so isn't just a free escape like pressing E is when you need it.
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There is a way to make the perk not "1 time use" for survivor, and not being so OP for killer.
Perk now has 3 tokens.
Get hit from healthy to injured will consume a token.
A token will remove both blood & scratch mark for 7sec.
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The timer should stop when healing
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I used Lucky Break sometimes but u are losing a lot of seconds if u are looking for someone to heal you or if you are healing yourself. So it is quite unimpressive.
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Lucky Break is the complete opposite of that. Get hit, run behind LoS, even the best killers in the world can lose you. It allows even inexperienced survivors to not only delay chases, but win them entirely, which is nearly impossible to do vs a good killer. Without any weak links, you lose.
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