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Idea - Rework of luck offerings?

What's everyone's thoughts on a rework of the luck offerings?

since they have removed the self unhook basekit the only times I see it burnt it ends up sandbagging the match because someone goes "oh I can unhook myself lemme do that' and goes to second stage.

Best idea I could think of with keeping spirt of how it works the same, I would just make it so hook progress is not lost to get rid of sandbagging potential, its more of a "you get 1-3 chances to try to get off hook" with a offering, with the percentages left the same as a basekit self unhook.

Rough example of how they could work:

Team offerings :

Salty Lips - Allows all survivors 3 self unhook attempts on first hook
Salt Statuette - allows all Survivors 2 self unhook attempts on first hook
Salt Pouch - Allows all Survivors 1 self unhook attempt on first hook

Individual offerings:
Ivory Chalk Pouch - Allows the survivor that burnt offering 3 unhook attempts on first hook
Cream Chalk Pouch - Allows the survivor that burnt offering 2 unhook attempts on first hook
Chalk Pouch - Allows the survivor that burnt offering 1 unhook attempt on first hook


note that: removed the luck percentage increase to avoid stacking. With the purple offering there should be 48% chance of one person being able to unhook themselves if everyone attempts 3 times (4% for every attempt)

can still use perks like slippery meat and up the ante to get more percentage chance, (all tho up the ante I would remove it stacking with multiple up the ante
kind of like what was done for vigil woo a change to up the antie )


Comments

  • crogers271
    crogers271 Member Posts: 3,269
    edited January 2

    What's everyone's thoughts on a rework of the luck offerings?

    They need to be reworked. I don't know why BHVR has been so insistent for so long on trying to keep percentage based self unhooks in the game.

    I would just make it so hook progress is not lost to get rid of sandbagging potential, its more of a "you get 1-3 chances to try to get off hook" with a offering, with the percentages left the same as a basekit self unhook.

    That's an interesting idea.

    Conceptually, for me it adds too much randomness/luck into the game. Let's take Salty Lips -

    If I'm remembering how the math works on this, 3 unhooks without any modifiers is ~11.5% chance to escape the hook, and I believe that amounts to about a ~37% chance that one of four survivors would be able to unhook themselves (presuming all of them were first hooked of course)

    So one out of three games (roughly) survivors get a huge benefit.

    Even before getting into modifiers, that seems too big of an impact to be chance based. Maybe if it had some additional limitation (i.e. end game) I could see it.

    -

    I think linking the luck percentages to items in chests is a pretty common request. Unless this was combined with the more chests addons I doubt anyone would run it, but I think it would be better for the game than the current.

    You could also give it a map based effect. Something like 15% chance 1 less pallet, 50% chance no change, 35% chance 1 extra pallet.

  • Junylar
    Junylar Member Posts: 2,129

    The whole offering system is outdated and should be removed or overhauled completely. Offerings are either useless, or bring nothing but misery to one of the sides. Just removing them all and making the cakes/streamers basekit would solve a lot of problems.

  • random1543
    random1543 Member Posts: 335

    So one out of three games (roughly) survivors get a huge benefit.

    Yeah i think the maths would work out to roughly 1 surviour every 3 matchs, i dont see a issue with it with but dont mind numbers being adjusted because of the more common usage while still having perks that increase chances.

    Along with at the moment a SWF can stack salty lips, up the ante and sliperry meat to basically gaurrantee self unhooks if they wanted too.

    I was hoping this change idea would bring the offering to a more balanced level inbetween SOLOQ & SWF as it would remove that SWF stacking but still allow it to have use along with not allowing to be used to just go next and sandbag.

    Maybe if it had some additional limitation (i.e. end game) I could see it.

    I did think about removing it during EGC and thats something that could happen.

    Also thought about a deliverence type of thing where if you get the self unhook you get broken for x amount of time since loosing hook state isnt the risk anymore and that could be the new risk but thought that may be to punishing with the tunnel meta atm.

    I think linking the luck percentages to items in chests is a pretty common request. Unless this was combined with the more chests addons I doubt anyone would run it, but I think it would be better for the game than the current.

    If they want to move the offering away from self unhooks i think the best route would be making luck offering map offerings.

    Convert all map offerings into luck offerings and have a drop down menu when you use a luck offering to pick a map. Higher luck offering more of a chance to go there, that would also help clear out blood web / useless offerings.