The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update
Xbox and Windows Store players may have difficulty in matchmaking due to an issue affecting their platforms. Please check https://support.xbox.com/en-CA/xbox-live-status for more information. Thank you.

Possible luck buff?

Right now this gives nothing, self unhook chance can be used only once if done, and can kill You if failed ("can", not "will"), and to work somehow, it has to be stack massively... And even then needs additional perks (slippery meat) to work.

Luck, at least for me, should work for much more things, but be almost imperceptible:

  • Increase chances of better loot in chests, +0.1% for ultra rare, +0.2% for very rare, +0.5% for rare, -0.3% of uncommon, and -0.5% for common.
  • Increase size of skillcheck by 1%.
  • Increase size of great skillcheck by 0.5%.
  • Grants 0.1% chance that your sprint will not disturb a crow.
  • Grants 0.2% chance that your walk will not disturb a crow.

Its not much, but luck would make something instead of nothing right now.

Comments

  • MarKrTheDemigod
    MarKrTheDemigod Member Posts: 39

    In order to better represent some sort of a "luck" factor, I would suggest to make the effects a percentual chance, rather than a flat bonus to something:

    - chance that a Great skill check window will be X% bigger

    - chance that the whole skill check window will count as a Great skill check

    - chance that a well hit Great skill check will give an extra +1% progression bonus

    - chance that that a perfectly hit wiggle check will make the killer drop you immediately

    - chance that you won't leave a scratch mark

    Something like that. These chances would be 0% by default and they would increase by perks and offerings - stacking additively.

    It would require to make a balance pass on Luck-effecting perks and offerings to make sure that the Luck cannot be stacked too high, or somehow limit the Luck effects. E.g. if "skill check counts as great skill check" is too strong, then the chance to get that one may not be the whole Luck stack but 50% of the stacked Luck.

  • Seraphor
    Seraphor Member Posts: 9,385

    I second the chance idea.

    Have base versions of things, and then 'lucky' versions, with a small % chance of them occurring.

    So 'Lucky skill check' zones that are 50% bigger, with great skill check zones that are 100% bigger.

    Wiggle skill checks that increase your wiggle bar by 200%.

    'Lucky' skill check fails that don't cause a loud noise notification.

    Maybe have a base chance of 1% (this is still very very low if you consider how many of these things happen per game), up to a maximum of 25% with full luck stacks.

  • Archael
    Archael Member Posts: 833

    This one sounds qite good

    Regular skillcheck, and 0% chance of getting lucky skillcheck, which has great zone instead of good zone. Every luck point increase that chance by 0.5%

    Regular loot, and 10% for lucky loot, every luck point increase this chance by 5%

    Regular wiggle, and 1% for lucky wiggle when hitting great zone, which decrease time of being carry 2x as much as great check. Each luck point increase that chance by 1%

    this could be good idea to get deeper.