Luck should be reworked or removed

Just as the title says. This is pointless mechanic that brings confusion and false hope of getting some advantage. It affects only escaping bear traps and unhooking yourself but in meaningless way. Luck as mechanic is so bad it is not even a meme. It just exists.

Luck should affect more things in more meaningful way, like giving a chance of getting better items from chests or a chance to prevent notification when failing skillcheck, or maybe giving periodically some bonus bloodpoints. I would prefer to see this reworked over removed so it wouldn't make Ace feel like just some random guy (his personality is all about being lucky guy).

The problem with making luck more meaningful could be introducing RNG factor that could give uncontrollable advantage to players, but I believe there is a way to make it fun and not balance-destroying mechanic.

Comments

  • At least let it affect item rarity.

  • @Waffleyumboy said:

    At least let it affect item rarity.

    Wiki says it doesn't.

  • Something like the failed skillcheck sound prevention you suggested would be good. It's not game winning or anything, but it's definitely something that feels rewarding when it happens.

    Quality of items in chests would be good, as long as it excludes keys, until they rework keys entirely. It's so broken to pull uncounterable ones out mid-match and just end the game prematurely on luck. That's a ridiculous advantage that could be exploited by stacking Plunderer's with luck offerings and Up the Ante in a SWF.

  • @anarchy753 said:

    Something like the failed skillcheck sound prevention you suggested would be good. It's not game winning or anything, but it's definitely something that feels rewarding when it happens.

    Quality of items in chests would be good, as long as it excludes keys, until they rework keys entirely. It's so broken to pull uncounterable ones out mid-match and just end the game prematurely on luck. That's a ridiculous advantage that could be exploited by stacking Plunderer's with luck offerings and Up the Ante in a SWF.

    Keys aren't higher rarity than other items. Chests aren't op. How many times do I need to say this? Chests aren't op.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942362#Comment_942362

    Keys aren't higher rarity than other items. Chests aren't op. How many times do I need to say this? Chests aren't op.

    Chests aren't OP, keys are, and Plunderer's facilitating them is.

    Keys aren't higher rarity than other items.

    There's 2 keys to cheese an escape, a purple and a pink. If luck boosted the rarity of items, it would boost keys;

    a. Because the keys are in the higher rarities anyway. More high tier drops = more key drops.

    b. Because the higher rarities are less populated. If the roll is based on rarity, rolling a "rare" gives you a pool of 6 different items. If you roll an "ultra rare" it's either a map or a key every time.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/942369#Comment_942369

    Chests aren't OP, keys are, and Plunderer's facilitating them is.

    Keys aren't higher rarity than other items.

    There's 2 keys to cheese an escape, a purple and a pink. If luck boosted the rarity of items, it would boost keys;

    a. Because the keys are in the higher rarities anyway. More high tier drops = more key drops.

    b. Because the higher rarities are less populated. If the roll is based on rarity, rolling a "rare" gives you a pool of 6 different items. If you roll an "ultra rare" it's either a map or a key every time.

    Whoa god forbid the survivors have a slightly higher chance of grabbing a useless item.

  • It's funny because currently the only two things luck affects atm are things that I personally believe should not be RNG/luck-based.

  • @TAG said:

    It's funny because currently the only two things luck affects atm are things that I personally believe should not be RNG/luck-based.

    While Trapper definitely needs a little love, what's wrong with Luck effecting Kobe chances?

  • Agreed; Luck needs to become more useful or it should be removed and the relevant offerings and perk given new effects.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/942439#Comment_942439

    While Trapper definitely needs a little love, what's wrong with Luck effecting Kobe chances?

    I don't like the idea of self-unhooks being tied to chance.

  • is luck not per definition something unreliable....

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/942449#Comment_942449

    I don't like the idea of self-unhooks being tied to chance.

    What should they be tied to? Big pp energy?

  • If it were up to me, I'd make it so:

    -Self-unhooks always succeed, but it can only be attempted within the first 30-45 seconds of being first-hooked (so you don't self-unhook one second before reaching stage 2 anyways)

    -Self-unhooks skip a hook state (so you will become sacrificed if you are hooked again) unless you use Deliverance

    -You can't self-unhook once the Exit Gated are powered unless you use Deliverance

    -Deliverance would be adjusted so that instead of giving you a guaranteed self-unhook (which would be base kit), it now lets you self-unhook without skipping a hook state and lets you self-unhook during the endgame (still leaving you broken).

    -Slippery Meat would be re-worked completely because that perk can go to hell

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/942470#Comment_942470

    If it were up to me, I'd make it so:

    -Self-unhooks always succeed, but it can only be attempted within the first 30-45 seconds of being first-hooked (so you don't self-unhook one second before reaching stage 2 anyways)

    -Self-unhooks skip a hook state (so you will become sacrificed if you are hooked again) unless you use Deliverance

    -You can't self-unhook once the Exit Gated are powered unless you use Deliverance

    -Deliverance would be adjusted so that instead of giving you a guaranteed self-unhook (which would be base kit), it now lets you self-unhook without skipping a hook state and lets you self-unhook during the endgame (still leaving you broken).

    -Slippery Meat would be re-worked completely because that perk can go to hell

    That would kill immersion and hype for me. How would someone that's been chased for centuries still yeet off hooks no problem?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942488#Comment_942488

    That would kill immersion and hype for me. How would someone that's been chased for centuries still yeet off hooks no problem?

    With Deliverance, currently. I don't see how immersion factors into this.

  • atleast make that it would affect technician.

    right now, luck is in VERY bad spot. Only combination of things will be slippery meat. But then again... WHAT luck can affect?

    skillcheck chance? This sounds weird. Lets say it affect like multiple so it will looks like this

    8 (base skillcheck appear chance) - luck%

    so lets say somene running up the anthe 8 - 9% = 7.28% chance of skillckeck apperaring, but leths say that some people want to get these sweet skillckecs. For you know - great skillchsecks, so it would only affect HEX:SKILLCHECK ? Sounds leggit?

    What obout great skillckeck zone? it small. 9% would give only 3.2 pixels of greatskillcheck. That small. but atleast something!

    yeah -that can escalet up to 49% luck... wich will give thouse leggit 14.42 pixels of great skillcheck

    8 - 49% = 4.08 % skillckeck chance under RUIN

    sounds strong? i dont think so!

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/942470#Comment_942470

    If it were up to me, I'd make it so:

    -Self-unhooks always succeed, but it can only be attempted within the first 30-45 seconds of being first-hooked (so you don't self-unhook one second before reaching stage 2 anyways)

    -Self-unhooks skip a hook state (so you will become sacrificed if you are hooked again) unless you use Deliverance

    -You can't self-unhook once the Exit Gated are powered unless you use Deliverance

    -Deliverance would be adjusted so that instead of giving you a guaranteed self-unhook (which would be base kit), it now lets you self-unhook without skipping a hook state and lets you self-unhook during the endgame (still leaving you broken).

    -Slippery Meat would be re-worked completely because that perk can go to hell

    Yeah, not a fan of how streamlined that would make kobeing after gen 5 pops into adrenaline being a guaranteed escape. You got caught and that comes with penalties, and a change like this that delays any consequence to "if you get caught again" is just unhealthy and exploitable.

    Not to mention Deliverance unhooks in the endgame, ew, no thanks.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/942488#Comment_942488

    Yeah, not a fan of how streamlined that would make kobeing after gen 5 pops into adrenaline being a guaranteed escape. You got caught and that comes with penalties, and a change like this that delays any consequence to "if you get caught again" is just unhealthy and exploitable.

    Not to mention Deliverance unhooks in the endgame, ew, no thanks.

    1) Things would have to line up pretty well for that to happen. You'd need to not be hooked for four gens, then get hooked on the fourth gen, then self-unhook before the fifth gen pops and then have the fifth gen pop before you are downed again. I'd say if you are in a position to pull that off, your team is likely already pretty far ahead anyways such that the self-unhook probably would not have changed much.

    2) Unless I am misinterpreting you, I don't understand how what you describe with Deliverance would be any different from how it currently is in the endgame. The only reason I changed Deliverance as such was so it would still function the same as it currently does.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942362#Comment_942362

    Keys aren't higher rarity than other items. Chests aren't op. How many times do I need to say this? Chests aren't op.

    Chests op, nerf chests!

    No really, keys shouldn't be able to spawn in chests.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942369#Comment_942369

    Chests op, nerf chests!

    No really, keys shouldn't be able to spawn in chests.

    The chance with Plunderer to get a skeleton key or a dull key it's 20% more or less. You don't really have a key for free as you're relying on luck.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/943981#Comment_943981

    The chance with Plunderer to get a skeleton key or a dull key it's 20% more or less. You don't really have a key for free as you're relying on luck.

    3 chests (baseline) is a chance of 49,6% to get a key.

    5 chests (shiny coin) is a chance of 67,81% to get a key.

    It's getting worse the more chests spawn.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944106#Comment_944106

    3 chests (baseline) is a chance of 49,6% to get a key.

    5 chests (shiny coin) is a chance of 67,81% to get a key.

    It's getting worse the more chests spawn.

    Actually no, the 15% chance of a key being looted is per chest, and that's not cumulative.

    Also it's a 15% of getting a key, it could be a dull key

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944106#Comment_944106

    3 chests (baseline) is a chance of 49,6% to get a key.

    5 chests (shiny coin) is a chance of 67,81% to get a key.

    It's getting worse the more chests spawn.

    Are you including green keys, which are useless?

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/944117#Comment_944117

    Actually no, the 15% chance of a key being looted is per chest, and that's not cumulative.

    Also it's a 15% of getting a key, it could be a dull key

    Ok, i'll do the math again without plunderer (15%).

    3 chests (baseline): 25,72% chance of finding an iri or purple key.

    5 chests (shiny coin): 37,09% chance of finding an iri or purple key.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944121#Comment_944121

    https://forum.deadbydaylight.com/en/discussion/comment/944122#Comment_944122

    Ok, i'll do the math again without plunderer (15%).

    3 chests (baseline): 25,72% chance of finding an iri or purple key.

    5 chests (shiny coin): 37,09% chance of finding an iri or purple key.

    With Plumbered you have 15% , without you have 7%

    https://deadbydaylight.gamepedia.com/Chests

    Also How are you doing it? Serious question.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/944143#Comment_944143

    With Plumbered you have 15% , without you have 7%

    https://deadbydaylight.gamepedia.com/Chests

    Also How are you doing it? Serious question.

    Thanks for the advise, then the math is with plunderer.

    The basic math for three chests with plunderer iri/purple key:

    (1-(0.85^3))×2/3

    You get the chance of not getting a key with the multiplication. Then you subtrate it from 1 to get the chances of getting one or multiple keys merged. After that you just multiply it with 2/3 to sort out green keys. For other chances you need to change the 0.85. For more chests you need to change the ^3.

  • Luck used to affect skill checks, it was removed because good players wanted more while bad players wanted less (which btw, the more skillchecks the better)

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944148#Comment_944148

    Thanks for the advise, then the math is with plunderer.

    The basic math for three chests with plunderer iri/purple key:

    (1-(0.85^3))×2/3

    You get the chance of not getting a key with the multiplication. Then you subtrate it from 1 to get the chances of getting one or multiple keys merged. After that you just multiply it with 2/3 to sort out green keys. For other chances you need to change the 0.85. For more chests you need to change the ^3.

    Thanks buddy!

  • The timing is funny. I just started a thread about this too. Here was my take on it:

    If you asked a newb to the game "what does luck do?", what do you think they would say? I'm pretty sure they would guess that it had something to do with what you got out of chests. Or possibly something to do with skill checks. Better yet, both of those things. It's way past time luck got reworked. It would be so easy too.

    1. Make it so luck increase the probability of getting a higher rarity item from a chest. Possibly include an add on with it.
    2. Make it so a lucky skill check has a slower moving needle with slightly larger success ranges (both great and normal).

    Maybe make it so when you have a lucky event there is a small 4 leaf clover icon appears so the player knows it was associated with luck. Quick easy fix to long standing issue. Since luck events are so rare it would barely have an appreciable effect on the overall game balance. Higher rank survivors rarely miss skill checks and they usually bring their own nice items. So this is only likely to have any measurable difference in low rank survivors who could definitely use the help.