Any thoughts on the luck mechanic?
Currently, luck only increases your chance of unhooking yourself, and that's all it does , It doesn't even affect the chest.
So , do you have any ideas for changing the mechanics of luck to make it more effective?
It does not matter if luck affects the player negatively or positively, the important thing is that it is a fun idea.
Comments
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I wish it applied to chest items, I enjoy looting the boxes when I have a free moment. Up the Ante and Luck Offerings should slightly increase the chances for better items, and add a small chance for add-ons to appear on those items. Plunderer's Instinct continues to buff the chances for items, and Ace in the Hole buffs the chances for add-ons, while still doing the other things they do.
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I wish it would make the hatch spawn closer to the last Survivor (unless a hatch offering is played, of course). I hate hatch offerings, because they also let the Killer know where it'll spawn...
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Yeah I feel having luck affect item drops is a much more logical and intuitive effect. You can tie luck to affect perks like: -
- Plunder's Instinct
- Dramaturgy
- Appraisal
- Residual Mainfest
- Scavenger
- Pharmacy
This would make Up The Ante actually a decent perk for farming items for survivors (we just need a key, a map and a firecracker rummage perk and we've got the set!), and combined with Ace in Hole allow for a looter playstyle that has their intentions masked from the killer in the game lobby to avoid things like Lightborn, Franklin's Demise or overloading gen regression perks to counter toolboxes.
I feel like self unhooking should be better regulated myself, kept at 4% and not messed with except for very specific scenarios. Slippery Meat should be reworked to have some other effect, maybe one of: -
- Expend 1 hook stage to increase the chance of self unhooking to 100%. (if you're hooked once already, you die)
- Increases the AFC range by 8m.
- Self unhook attempts consume 50% less (10 seconds) sacrifice progress per attempt, and pauses the sacrifice progress timer for 8 seconds. Enables self unhook attempts during the struggle phase. (If you attempt to unhook every 8s, your teammates get up to 40s to save you, but you get 6 unhook attempts in the process, which is a 21.8% chance to unhook per stage).
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Luck could introduce a "Mischievous Hex" mechanic. Survivors with high luck have a chance to curse the killer temporarily, causing skill checks for the killer to become more difficult or affecting their vision. However, if the killer catches the lucky survivor, the hex backfires, and they suffer negative effects.
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Killer skill checks?
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They really need to rework the luck mechanic. There could be high potential for new perk ideas from it if they do it right.
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If they add things like these (would be interesting!), BHVR should also add "Bad luck offerings" for the killer.
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This would be a super unbalanced suggestion but changing luck to affect the rng of a match
survivors running luck = better pallets spawn safer windows good gen spawns no dead zones
Introducing killer luck so killer = more dead zones least possible amount of safe pallets spawn etc
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This.
Very good suggestion.
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Oooo, never thought of that one. That's a fun idea!
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There could be very small percentages in granting aspects other than just hook escapes, including:
1. Items found in chests.
2. An extra second speed boost when hit.
3. Increasing aura reading randomly.
4. Exit Gate or Hatch spawns.
Little extras throughout the trial, all with small chances of happening, but may turn the tide in a pinch.
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Hatch spawn location is set at the start of the match, so this won't work.
It would be good if certain perks were influenced by Luck, such as Dramaturgy, or if something like Reactive Healing recovered a larger percentage with more Luck.
And of course I second on affecting items from chests.
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I never thought that more than 3 people would write suggestions in my post, and interesting suggestions too.
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Luck affecting skill checks would be neat.
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Hatch spawn is determined at the start of the trial, it's just no one can see it.
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I never bothered looking up what luck does but to me it should obviously increase chances for better items and bigger skillcheck-zones where the added part is placed in the "great"-part
I'm kinda disappointed it only influences the chances to unhook yourself even if i never use these offerings
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This was removed a very long time ago
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It's almost completely useless. Very few people know what it does to begin with. The fact that it only increases the already pitiful 4% chance of unhooking makes it almost useless to people who aren't in a 4-man group. 4-man SWFs are the only ones who can really build into it because they're the only ones with the numbers to stack it to a meaningful level. A stat that only benefits 4-man SWFs, who are already some of the most powerful players in the game when measured against killers, solo-que players, and 2-mans, makes it pretty useless.
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It would be really cool if luck affected Killer powers in some way
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One of the first things that baffled me when I started playing DBD was the luck mechanic; I couldn't comprehend why it had so little application, and why it didn't apply to things that would make sense (like chests).
As it is, it's pretty useless, but it doesn't have to be.
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How about Luck giving a % chance of triggering random perk effects?
So, it could increase unhook chance, increase item rarity and maybe even having a chance to give add-ons on looted items, as people suggested... but also, how about every 10/20 seconds you have a small % chance of triggering an effect like totem aura reading? Killer aura reading? Extra gen repair? Extra totem interaction speed? Quiet footsteps? Invisible scratch marks? Removing grunts of pain?
Maybe someone thinks it's OP, but it would be highly unreliable. Basically you'd have 10 seconds of a random effect and then Luck could not proc again for like a minute or two and then proc again with another, different random effect.
It could be funny having some Luck on your build, entering a locker and randomly popping out with a flashbang or with a refilled item.
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I forgot the luck offerings even existed, but yeah make it work with chests or something else. They’re never worth burning IMO.
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