Suggestion for Lucky Break Perk

When you’re healing with a med- kit or by a teammate the Lucky Break timer should pause coz by the time you’re healed the 60 seconds have run out :/

Comments

  • @Mayasuki said:

    I wouldn’t mind this change.

    I kinda do, since it could easily make Lucky Break last longer than it did before it's rework.

    At best the timer would need to slow down when outside of chase, just a little bit, but if its gonna be paused by any other means, it could very easily break the game.

  • If that becomes the case, Lucky Break can easily last the entire match. The duration would have to decrease, because 60 seconds minus all heals (which are typically 16 seconds) is too long. LB + Overcome would turn into a downright nasty combo.

  • @Laluzi said:

    If that becomes the case, Lucky Break can easily last the entire match. The duration would have to decrease, because 60 seconds minus all heals (which are typically 16 seconds) is too long. LB + Overcome would turn into a downright nasty combo.

    Not really though, only if you're hit in a region with a ton of LOS breakers. Otherwise the killer could still visually track you with relative ease.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680187#Comment_2680187

    Not really though, only if you're hit in a region with a ton of LOS breakers. Otherwise the killer could still visually track you with relative ease.

    Lucky Break is a pretty map-dependent perk, but even on outdoor maps, it's quite good. I run LB/Iron Will on some of my builds, and in my experience, you'll only blatantly fail to get value out of the perk if you're in Ormond or maybe Eyrie of Crows - bright maps with high LoS and not many obscuring structures.

    Meanwhile, in a map like Midwich, Lery's, or RCPD, having 60 seconds of Lucky Break pausable with a medkit/CoH/self-care is terrifyingly strong. The killer will basically always lose you right after they hit you. Corn maps are also really bad without scratch marks, and then you have maps like Swamp, Yamaoka, and Dead Dawg where you can disappear in a bush as long as there's no scratch marks leading up to it. (Dead Dawg is also bright, but has a lot more obscuring walls than Eyrie as well as the thick scrub.)

    The 60 second timer in the perk is balanced with the idea that healing up to preserve later uses after a successful escape will eat a chunk of the timer.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680198#Comment_2680198

    Lucky Break is a pretty map-dependent perk, but even on outdoor maps, it's quite good. I run LB/Iron Will on some of my builds, and in my experience, you'll only blatantly fail to get value out of the perk if you're in Ormond or maybe Eyrie of Crows - bright maps with high LoS and not many obscuring structures.

    Meanwhile, in a map like Midwich, Lery's, or RCPD, having 60 seconds of Lucky Break pausable with a medkit/CoH/self-care is terrifyingly strong. The killer will basically always lose you right after they hit you. Corn maps are also really bad without scratch marks, and then you have maps like Swamp, Yamaoka, and Dead Dawg where you can disappear in a bush as long as there's no scratch marks leading up to it. (Dead Dawg is also bright, but has a lot more obscuring walls than Eyrie as well as the thick scrub.)

    The 60 second timer in the perk is balanced with the idea that healing up to preserve later uses after a successful escape will eat a chunk of the timer.

    Oh, definitely, which is why I said relative and why I didnt agree to the timer being paused at all. I said that the timer at best should be slowed down outside of chase, but looking back at that statement, I actually think it should be slowed down inside a chase rather than outside. As it will have a very active effect outside chase, while barely having any effect inside a chase. Right now LB is not super effective against high mobility killers, but really strong against low mobility killers. Having it slow down during the chase would even out the odds a bit.

    It would still be nutty with Overcome, but when it comes to being equally powerful towards killers, having it slow down during chase would be fairer against all killers, rather than specifically making low mobility killers weaker than they already are.

    I dont think healing itself should ever affect the speed of Lucky Break though, as Lucky Break has actively done it's job untill that point.