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Yui's Perks Need Buffing

Luigifan64
Luigifan64 Member Posts: 1,124
edited December 2019 in Feedback and Suggestions

Lucky Break- It really shouldn't have the timer, it should just be 50%/75%/100% less bleeding at all times. This perk is pretty much worthless without Iron Will so why restrict it to a timer when doing so just makes the perk so much worse.

Breakout- Not much needs to be changed, honestly the range of the perk could be increased by 1 to 2 meters (so you'd have to be in a 7-8 meter range for it to work). I would like for it to show the aura of wiggling survivors within a 128 meter range though as well as showing how much the survivor has wiggled based on aura intensity. This second change is more of a QoL change seeing as someone on comms can relay this information to his teammates while a solo player is left ######### out of luck on both of those categories.

Any Means Necessary- One of two things need to be done for this perk, either the time to pick up a pallet is decreased (put back to 3 or even lowered to 2) or decrease the perk's cooldown timer even more (say 60-80 seconds at tier 3). The change that they did to the perk from the PTB didn't really help buff it at all, it just made one part of it worse while making another minorly better.

Edit: Changed Breakout's potential buffs because I had forgotten a really big QoL change that makes this perk far better for the solo que player.

Post edited by Luigifan64 on

Comments

  • SkeletalElite
    SkeletalElite Member Posts: 2,709
    edited December 2019

    Probably not gonna happen. We're gonna go another 3 months hoping the next DLC releases a character that has a perk that is actually worth running in a meta build and then we're gonna be disappointed again because the devs are so afraid of releasing a perk that is too strong that they only release situational, unreliable, or ineffective perks and as a result the meta has consisted of the same 6 or so perks for literally years.

  • EuphoricBliss35
    EuphoricBliss35 Member Posts: 875

    Are you joking? Do you play killer? Do you know who survivor sided this game is already and you want STRONGER perks @SkeletalElite come on now


    We can instaheal in lockers and pick up pallets now. Force to killer to break a pallet, can’t bloodlust you. It’s already kinda crazy. I don’t see killers with a perk to instabreak a pallet before it’s dropped

  • anarchy753
    anarchy753 Member Posts: 4,212

    Unfortunately the meta is "as many free hits as possible" which means in order to shuffle the meta at all, you can't just ADD perks, but the strong extra hits need to be less appealing.

    It's the same on the killer side, you want less ruin? The state of gen speed needs to be addressed OR there needs to be an actually effective early game stalling perk that can compete with ruin without stacking with it.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    No the problem is that the other perks suck. Like just look at Any Means Necessary. Wow, you can pickup a pallet assuming the killer doesn't kick it immediately and it's on a whole two minute cooldown, what a big effect on the game, absolutely game changing! /s

    It's just worthless. The same can be said for most of the other perks.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    This perk does not force a killer to not bloodlust you. It takes 4 seconds to pick a pallet up which you do not have time to do mid chase.

    Instahealing in lockers requires you to find a totem first. 8 seconds in the locker plus 14 seconds of cleansing plus the time it takes to find a totem usually means inner strength is about the same level as self care, its okay, it would be better use of time to just do gens and not waste a perk slot on a time sink.

  • Fibijean
    Fibijean Member Posts: 8,342

    I think Lucky Break is good as it is. Reducing bloodstains for the entire game would be a bit too strong, in my opinion. It would basically be No Mither with no downsides (yes, I'm aware that No Mither also grants the ability to pick yourself up from the dying state, but this ability is practically worthless since the killer knows you have the perk and therefore will almost certainly never give you the chance to use it).

    The way Lucky Break is now, you basically have to manage your injured time. If you keep yourself healthy for most of the game, Lucky Break will see you through most of the time you spend injured and help you to escape the killer more easily during that time, especially if paired with Iron Will. It's a great stealth perk, it just takes some skill to use well.

  • soshidow
    soshidow Member Posts: 104

    As Killer I find more injured survivors by sound than blood (assuming they aren't running Iron Will of course). And I can track sound on any terrain (i.e. grass does not cover it up) as well as track through walls.

    With that said, Iron Will is a permanent effect. Even if both Iron Will and Lucky Break were permanent effects, Lucky Break would be weaker in my opinion. If I could only run one, I would always pick Iron Will.

    What you say about "No Mither with no downsides" is true but I could say the same about Iron Will's 100% reduction vs. No Mither's 50% reduction + downsides.

    Personal opinion and conjectures of course, feel free to disagree/ignore.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    What this second guy said, not only is sound far more important to a killer’s tracking than the blood trail; but you also would be using 2 perks to get the full effect. No Mither has quieter pained sounds, no blood, and free self pickups; yes it has a huge downside, but it has 3 effects in 1. Lucky Break doesn’t, it only has one, and a very underwhelming one at that, it really shouldn’t be restricted by a timer. It doesn’t require skill to use it well, it requires you to use a healing perk as well as iron will to actually use it properly; that’s 3 perks dedicated to a build that’s lackluster begin with, even more so when your perk runs out.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    Sure that may be the meta, but it doesn’t mean that these perks can’t be better. I’ll never understand why they needlessly restrict perks that could be decent but they make them awful so people just pass over the perks for better ones.

  • KrazyAce13
    KrazyAce13 Member Posts: 330
    edited December 2019

    As I said in another post reduced blood orbs is a good idea seeing oni has addons to increase the orbs dropped maybe reduce the rarity of the addons with the reduced orb buff to balance it, this both for no mither and lucky break that way the perk don’t negate the power and the power don’t negate the perk. As it sits now lucky break and no mither works for any killer other than oni.

    Oh and make it so no mither and lucky break can’t stack. And the 100% probably not maybe 25 50 75 but not 100%

  • yoko123
    yoko123 Member Posts: 28

    Lucky Break is one of those perks. A perk good enough for someone to think, "Hey, this could help me, let's put it on!" but not good enough for someone to replace other perks with it.

    With that said, I agree the timer should be removed.


    Like you said, Breakout is pretty much fine the way it is. It's situational, but I have saved and been saved by random teammates using this perk. QoL would be nice.


    Any Means Necessary is kind of a joke right now. A Killer should be immediately destroying any safe pallets which get dropped (Ex. Shack Pallet) and will be mindgaming around unsafe pallets, which they'll likely break after downing you if the chase hasn't gone too far away from it.

    So, in a best case scenario, Any Means Necessary lets you pick up a pallet so worthless the Killer entirely ignored it once every few minutes.

    I'm not really sure what to do with Any Means Necessary, but it really needs a change.


    Overall, I agree with your post. Yui's perks need changed

  • Deadeye
    Deadeye Member Posts: 3,627

    I think the duration to put up a pallet canÄt be reduced. To lift a pallet during chase is simply dumb. And that's the only reason why they raised the time, to avoid that.I'm not sure about the cooldown though. I used the perk and wasn't used to look out for that due to routine. So I never really used the perk effectively. But I think you shouldn't underestimate the unsafe pallets.

    You should normally drop them and run, as you will most likely give the killer free hits if he doesn't totally mess it up. But that drop and run gives you some distance to get to the next window or loop if near enough. And there are always situations where dead areas grow, when chases took place. Reviving these areas, even with unsafe pallets just to bridge distance from loop A to B can have a great effect.

    Just think of that: you work on a gen and get chased off it. Need to drop one or two pallets near to escape. Next time working on that gen is pretty lethal. Even better: you (or team) manage to finish the gen. When the pallets get set up, you have an area that you can run to in a chase again without bothering other survivors working on gens.

    Not sure what the 128m on Breakout would benefit, but I like the progression visualization.

  • ad19970
    ad19970 Member Posts: 6,411

    Buffing weak perks won't make survivors stronger, it will just give them more viable options for perks. Buffing meta perks I guess would make survivors stronger, but if these weaker perks don't get buffed, survivors just run other perks that are already really strong.

  • ad19970
    ad19970 Member Posts: 6,411

    I really like all these changes. Though personally, I feel like Lucky Break would still be a pretty bad perk even if it was permanent, unless you run it with Iron Will.

    Personally, I would decrease it's active time from 180 seconds to 120 seconds or something similar, and also have it reduce the noise of your grunts of pain by 100%, or something close to 100%. It would deactivate sooner but it's effect would be really strong.

  • Hoodied
    Hoodied Member Posts: 13,020

    All of her perks are fine imo

  • Zumz
    Zumz Member Posts: 67

    Any means necessary is SUPPOSED to encourage killers to break pallets. I possibly play killer more than I do survivor now, and if you do not break a pallet at a dumb loop, that is your fault. I'm glad there's a perk encouraging this, because I see a lot of killers stuck at unsafe, usually dumb loops because they won't break a pallet. As for Inner Strength. Do you honestly ever see a survivor cleanse a totem instead of doing a generator? It's a 2/10 times for me. Always ends in noed.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    I mean yeah, but that doesn't mean that AMN can't be better.

  • Luigifan64
    Luigifan64 Member Posts: 1,124
    edited December 2019

    Lucky Break doesn’t work while downed. Also in the hypothetical situation you described, sounds are way more important to the killer than blood trails. Even if the survivor was out of hearing distance, the blood would most likely be gone by that point; there’s no reason why this perk should have a timer.

    And as for AMN, so what if that’s its purpose? Doesn’t mean that it can’t be better. The purpose of Alert before it got buffed twice was to simply see the killer break something; it wasn’t very good so they changed it and then changed it again to make it semi-decent.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    Honestly that might be quite good, it’s like No Mither on a timer; but I’d rather have it work forever instead of having 2 effects on a timer.