http://dbd.game/killswitch
Why isn't Lucky Break more popular yet?
So Lucky Break got buffed up to 60 seconds (which is still lower than its original PTB value but is still decent), and I'm still yet to see more than 2 Lucky Breaks in almost a month. There's still better perks and it's still pretty much a 1 or 2-time activation perk, but it's still pretty respectable, even if you have to pair it with Iron Will. And yet I barely ever see it. Every single time another perk gets buffed, everybody showers it with praise, and sometimes declare it the new meta, but it never actually breaks the mold.
My assumption about this is that perks like BT, DS, Unbreakable, and even Adrenaline to an extent serve as a pretty decent counter/punishment for unsavory killer actions that most other perks don't offer. DS and BT deal with killers tunneling off of hook, and even if they don't exactly stop tunnels, they make it a lot harder. You won't get slugged often but when you are, Unbreakable feels great. Same with Adrenaline; most times it'll proc outside of chase, but if you manage to lead the killer on a chase for a long, long time, Adrenaline will save you. To be tunneled off of hook or slugged are just so undesirable that it automatically gives their associated perks more value. People don't value BT and DS as second chances, they value them as anti-tunneling perks.
Iron Will and DH don't fit into this category, but their sheer power makes up for this. Iron Will enables you to reliably play injured, which allows you to bypass healing. DH is pretty mediocre but its reputation precedes it, and you're pretty much guaranteed to get some decent value out of it if you're any decent at looping. Lucky Break's 60 seconds don't hold a candle to these perks.
Of course these are just my 6:00 AM shower thoughts, so any ideas?
Comments
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Probably difficult to have Iron Will 3 unlocked, which is basically required to make good use of it
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I dunno, RNGesus just seems to love Iron Will in my bloodwebs.
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As you said, the current survivor "meta" is so far and above every other survivor perk that it makes no sense to bring anything else. Like, iron will is the best stealth perk in the game and has no restrictions or difficulties to use, spine chill counters an entire subset of killers while also giving extra action speed to vaulting and gens, and also tells you when to run, DH and SB are DH and SB... why would you bother using something like Lucky Break, which only lasts 60 seconds instead of lasting forever and countering Spirit and letting you sneak away mid-chase?
The current survivor meta perks are like multitools, but every purpose they serve they are extremely good at. Other perks simply can't compete.
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With a medkit it's more or less two free escapes, so better than DS. It's probably too good so many survivors thinks it is unfair. But I use this perk a lot it is pretty fun.
Iron Will, Lucky Break, Lithe, Dance With Me and a green medkit..fun stuff!
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It's because of the same reason as before. People don't like to use perks with limited duration unless the effect is game changing (like DS).
Lucky break's effect is strong but by itself it has a lot of counterplay and still requires survivor to play smart and have LOS blockers to work with.
If they just made it into a perk that permanently removes pools of blood, it would be so much better rework and it would actually fit nicely into some builds.
Current LB is a good perk but honestly why exactly would you be using it ? To lose killer once chase once maybe, should the RNG gods be merciful and give you indoors map. Since on outdoor maps it's very tricky to lose a killer with loads of open spaces especially if you don't run IW with it.
JUST MAKE IT REMOVE BLOOD PERMANENTLY, PLEASE DEVS.
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Bad perk that is only worth running with iron with a med-kit. And plus to top the icing on the cake It's a 60 second perk, while I'm not against limited timed or one time use perks. I really am not a fan of a perk that needs to paired up with other perks to work well.
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I feel like everyone's running BP-centric builds at the moment
Usually WGLF, exhaustion perk and BT with some other perk thrown in
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People are sleeping on it. 60 seconds is the perfect number for Lucky Break and it does what DS does but better imo because you can heal or do gens if you wish.
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It isn't as good as some content creators make it out to be.
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My opinion on this perk as both red rank 1 survivor and killer is that it tries to solve a problem that doesn't really exist. I almost never follow/chase someone based on blood or scratch marks, I have a good headset so I base my chases on sight, experience and sound, when I get blinded for example I keep chase by listening to the survivor (the sound they make when they run) and by experience (I take a look around and see what good spots are nearby and think which route the survivor took based on my experience playing survivor as well) with a good headset and when you get used to it you can even tell when a survivor is hiding inside a locker without even being injured.
Iron will is a good example of this, despite the fact that you leave scratch marks and pools of blood with iron will a good killer can still lose a survivor if they don't make a sound, the complete opposite of what happens with this perk, a lot of killers base their chases on sight/experience and sound, not on blood or scratch marks, some times I happen to stumble upon some scratch marks and follow them to get a general idea as to where survivors are but those are some minor instances.
Post edited by Ink_Eyes on2 -
I don't wanna run a perk that is useless after 60 seconds
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You know you can use them both at the same time right?
Iron will, lucky break, quick and quiet, inner strength and you can just straight up jump into a locker and heal mid chase. I’d probably offer with an indoor map while I’m at it.
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Yes but if you want to waste 4 perks on a survivor for a single purpose (if your intention is to lose the killer) then I'd advise you to get better at looping instead, any killer will leave you if they see that you are a good looper and they can't catch you, most killers leave me after the initial chase when they notice they can't catch me and I can focus on using other perks instead of having to use a full perk loadout that tries to solve a single problem and it isn't even guaranteed that it will completely solve it in the first place...
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Iron Will+Lucky Break+Lerys offering
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You could say the same thing about DS. But the reality is, how good you are at looping doesn’t even matter half the time in this game. You can get bad RNG, you might be one of the last survivors alive, the killer might be playing someone like Nurse, etc.
The only perk you need for looping is dead hard anyways although I prefer sprint burst. Other than that your perk slots as survivor are pretty much disposable unless you want BT or Unbreakable or something (which I don’t feel the need to run usually).
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I guess you can make the argument that the killer will eventually get you, and it's true but I've never had problems when it comes to looping killers, I pretty much loop them playing 'without ''run/hide perks'' and by that I mean that all my perk loadout is a support build (we'll make it, empathy, detectives hunch and such) rather than a ''run/hide from the killer build'' (perks like sprint burst or lucky break) and I do well most of the times.
I disagree with your statement that looping doesn't matter, when they chase me for the first time usually they leave me (when they see they can't catch me as fast as they want) and if they don't then 3 gens get done by the time they catch me, so I take that as a win for the team if we get 3 gens done for only 1 hook, it's pretty much a win for the survivors at that point, it's a good trade in my opinion.
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It is quite simple. Good players waste killers time looping them. LB just breaks the chase and makes the killer leave you when you could've wasted more of the killers time. Also the perk runs out after 60 seconds, so basically you have 3 perks after that. Also if the killer has eye balls the break wouldn't work unless you get coldwind. Always LB is a perk that is meant to give bad survivors a chance against the killers, atleast that's what I believe it's meant for.
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I’m not saying looping doesn’t matter, I’m saying it doesn’t matter in a lot of cases.
You load into azarovs resting place and get 2 unsafe pallets on one entire side of the map. Looping doesn’t matter.
Theres 2 survivors left alive and the killer finds you, looping doesn’t matter.
The killer is Nurse or Spirit, Hag, Oni in blood fury with Topknot, etc etc looping doesn’t really matter.
The killer is Deathslinger, Trickster, Huntress etc etc and you only have loops they can just throw/shoot right over. Looping basically doesn’t matter.
Sure it matters if you have your team alive, there’s good pallets to use, and the killer is playing someone who can be looped but that’s a really big assumption.
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Its good but most players don't want to use a perk like that despite its strength. There's also the potential to just not get use out of it if hit out in the open or on a open map.
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In my opinion. Lucky Break isn't a fun perk to run
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because it's a one time use perk that you don't get to decide when to use. I think 10 seconds of use should be restored every time you're healed to healthy state but in exchange reduce the max time a bit.
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I found that a lot of streamers are dismissive of it due to seeing the results on Survivors with bad movement. Players that know how to make use of tiles & los breakers really make this perk shine.
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I hear a lot of mixed opinions on this but I still think that in the hands of good players this will allow you to lose the killer very easily, wasting a lot of their time.
If it was run more I think we'd be hearing more complaints about it but it seems very rare paired with Iron Will.
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It's been like this with new Open-Handed also a perk with a good buff with lots of praise no one touches. Personally people have been become too use to the meat and don't want to leave it like they thought they would.
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bt and ds should be base kit these days
DS should be a press to use when you want so you can let the killer waste their time carrying you a little ways if they want to play like a chump
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*boos in No Mither*
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No mither has that part because you're permanently injured, that's not the same. At that point you could literally have the effect of no blood pools by not running NM since you wouldn't be injured in the first place.
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I think it's extremely slept on, killers won't even bother chasing you a lot of the time while it's up so with a decent medkit and being a half decent looper you can go most games without being hooked. This is without iron I personally think that's overkill to put them together and between the two I find lucky break more noticeable.
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Shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!!!
If you start pointing out how good it is, people will start using it, and I don't want anyone but me to use it because it's so ######### strong and so ######### unpleasant to go against
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It needs another perk to see one good use, it needs a good item to see multiple, it requires a good setup for either, and you're gonna be a real sad puppy if the killer just has an instadown.
I'll just keep my "please god everyone else stop dying" build, yeah.
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Except, that it is REALLY good at what it does. It's biggest issues is that it's timer doesnt pause when you are being healed. Any mangled status effect is a hard counter to the use of the perk, making it worth less. You would need the absolute best healing tools if you want to use it reliably, and even then you'd need LOS breakers, Iron Will and hope the killer doesnt guess correctly.
For a perk that has essentially a 1-2 time use, it doesnt give much value. It's very map reliant. If this perk straight up made a survivor invisible for 5 seconds after being hit(or, yknow, at least give them a shimmer like Wraith), it would have consistent value across the board. On maps with tons of LOS breakers or inside maps, it will still be as powerful as it already is, but on maps without LOS breakers it gives survivors 5 seconds to run to a LOS breaker without the killer knowing exactly where they went.
It's the fact that this perk can easily have 0 value without you being able to do anything against it in so many scenario's that doesnt make it as good as some content creators make it out to be. It's an amazing perk on a lot of maps, but it's also a very useless perk on a lot of maps as it doesnt do anything against visibility or footsteps.
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16 seconds to heal whittles it down to 44 seconds, during which you must break chase and heal uninterruptedly. The remnants of that are what you'll have left for the second activation. Of course, that is assuming that you're running a medkit, Iron Will III, manage to break LoS, and the killer can't just make an educated guess about where you went. So I'd assume it's more complex than just "two free escapes."
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As someone who plays solos survivor about 80% of the time, I don't trust my teammates enough to be able to juke the killer, so the last thing I wanna do is have the killer lose me during a chase.
My SWF friends are casuals that barely know how to loop as well, so I like having to take aggro and waste the killers time.
I guess it's a good perk for people who like playing stealthy and wanna escape the killer rather than looping them. It's a strong perk, but it only really suits the stealthy playstyle, which is usually frowned upon by players.
That's at least my guess to why it isn't meta.
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No space. My build is Flashbang/WGLF/BT/Inner Strength.
Also, I don't really like stealth Perks.
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Requires effort to use instead of just pressing a button for consistent and instant value.
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Well you don't even have to put agency into it to get it to work. It works on the killer's volition.
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Why would you run Lucky Break? Have you seen how popular Decisive Strike still is? Lucky Break performs the same function as DS and is way less clunky to get value out of, at the cost of requiring iron will.
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