Reworking Self-Unhook

Two main ideas:

Option A: No basekit ability to self unhook, Luck and Slippery Meat reworked. Deliverance being ready to use is the only way.

Option B: Only one attempt, nothing gives more attempt chances. Luck and Slippery Meat affect that one single chance. Failing the one chance is -20s, same as live.

Option A is because almost no one uses Luck or Slippery Meat anyways. Option B keeps what is a fun gimmick and the thrill of clutch chance saving the day while removing ability to immediately force stage 2.

Comments

  • @SuzuKR said:

    Two main ideas:

    Option A: No basekit ability to self unhook, Luck and Slippery Meat reworked. Deliverance being ready to use is the only way.

    Option B: Only one attempt, nothing gives more attempt chances. Luck and Slippery Meat affect that one single chance. Failing the one chance is -20s, same as live.

    Option A is because almost no one uses Luck or Slippery Meat anyways. Option B keeps what is a fun gimmick and the thrill of clutch chance saving the day while removing ability to immediately force stage 2.

    Definitely not option A.

    What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?

    Also why change it?

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/347351/reworking-self-unhook

    Definitely not option A.

    What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?

    Also why change it?

    So survivors cannot suicide on hook it seems.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/347351/reworking-self-unhook

    Definitely not option A.

    What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?

    Also why change it?

    Numbers could be finagled around with. I think slightly reducing the net amount in return for the new said lower penalty would be fair. All following theoretical numbers are just placeholder examples:

    Eg, currently is 4%/3 chances for 11.5264% chance. So one single attempt at 8% or so maybe.

    Eg, Slippery Meat reduces the penalty to 10s like it does now. Currently, it raises the odds of a self-unhook to 39.364% with all 6 attempts, which failing would bring you to second stage. Only one attempt that penalizes 10s on a fail means you can’t accidentally screw yourself to stage 2 immediately, so in return, it would be eg, +29% instead of +35.364%. This would lower it to 33% instead of 39% chance, in return that failing would be as if you only failed 1 attempt on live (-10s).

    For luck, for example, on live, +4% would be a 22.312% chance with 3 attempts, 53.56% across 6 with SM’s own +4%. So eg, every +1% Luck which is currently +2.7386% chance across all 3 attempts could become 2-2.5% or so instead for the one chance.

    Could even include a Lethal Pursuer-esque effect on Slippery Meat where it’ll multiplicatively apply other Luck to mimic current synergy with extra luck on the extra chances. For instance, all other luck gains are increased by X% each per 1% of luck. Every 1% on Luck is currently +3.849% across 6 attempts, compared to the +2.7386% base. (+1.104%) So it could be like anything that gives Luck gives +0.75% bonus per +1% bonus Luck or so more chance for the self-unhook on the single attempt.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195662#Comment_3195662

    Numbers could be finagled around with. I think slightly reducing the net amount in return for the new said lower penalty would be fair. All following theoretical numbers are just placeholder examples:

    Eg, currently is 4%/3 chances for 11.5264% chance. So one single attempt at 8% or so maybe.

    Eg, Slippery Meat reduces the penalty to 10s like it does now. Currently, it raises the odds of a self-unhook to 39.364% with all 6 attempts, which failing would bring you to second stage. Only one attempt that penalizes 10s on a fail means you can’t accidentally screw yourself to stage 2 immediately, so in return, it would be eg, +29% instead of +35.364%. This would lower it to 33% instead of 39% chance, in return that failing would be as if you only failed 1 attempt on live (-10s).

    For luck, for example, on live, +4% would be a 22.312% chance with 3 attempts, 53.56% across 6 with SM’s own +4%. So eg, every +1% Luck which is currently +2.7386% chance across all 3 attempts could become 2-2.5% or so instead for the one chance.

    Could even include a Lethal Pursuer-esque effect on Slippery Meat where it’ll multiplicatively apply other Luck to mimic current synergy with extra luck on the extra chances. For instance, all other luck gains are increased by X% each per 1% of luck. Every 1% on Luck is currently +3.849% across 6 attempts, compared to the +2.7386% base. (+1.104%) So it could be like anything that gives Luck gives +0.75% bonus per +1% bonus Luck or so more chance for the self-unhook on the single attempt.

    Interesting, with the reduced chances why decrease the overall percentage?

    If its as a means to try to get people to not do it, I dont think think that will work. Taking a look at self care making it less efficient to the point of being detrimental, lots of people are still using it.

    Instead why not make it more effective since its only a single chance, and making it slightly more effective for people who use it properly?

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195698#Comment_3195698

    Interesting, with the reduced chances why decrease the overall percentage?

    If its as a means to try to get people to not do it, I dont think think that will work. Taking a look at self care making it less efficient to the point of being detrimental, lots of people are still using it.

    Instead why not make it more effective since its only a single chance, and making it slightly more effective for people who use it properly?

    Because for instance, Slippery Meat being a 39.364% chance on live comes with the penalty that failing all 6 is immediately hitting second stage. But with the above idea, base penalty would only be -20s for a miss, -10 with SM. So way less penalty would warrant a drop in the overall chance in my opinion.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195731#Comment_3195731

    Because for instance, Slippery Meat being a 39.364% chance on live comes with the penalty that failing all 6 is immediately hitting second stage. But with the above idea, base penalty would only be -20s for a miss, -10 with SM. So way less penalty would warrant a drop in the overall chance in my opinion.

    Still dont like it, if your objective of going to single charge is to make it so people cant force themselves to stage 2, the drop in percentage is not only unnecessary but a direct nerf to Solo Q.

    I will throw a Solo Q situation that would make me force stage 2 and eliminate myself.

    Ok so I'm on the hook 2 people on gens 1 coming to rescue, killer intercepts and starts chase 1 of 2 gens popsand the person who was chased gets downed. Killer slugs because they know the person that popped the gen is gonna go for the rescue, they get intercepted, and the 4th person thinks they can finish the gen and still make it even though they cant and I know it.

    What are my options, I either just accept stage 2, or I kobe at 4%, if im lucky and identify it early maybe i get 2 chances, but likely go to stage 2 anyways

    The real problem at this point is I have lost alot of faith in my team, I'm on my last life and with all but 1 person down or on hook, I'm in stage 2 and sure maybe with a decent team its a recoverable game, but I dont have that trust so I lay back and let the Entity take me, because even though i may get unhooked if the killer gets that next down they are probably gonna slug and come back to tunnel me out because that is the most efficient play.

    In this situation I am being punished for not going for the kobe right away, because it is better for the team.

    My suggestion in going to a single chance would be to actually give it a slight buff nothing to crazy but maybe have the single chance at 13-15% with the current penalty -20s.

    Another option would be keep it 11-12%, but add a bonus modifier for downed/hooked/dead survivors, something like 10% bonus per, this way if your in stage 1 and everyone is down you would have a 42% chance, or if the killer tunnels someone out and your in a 3v1 you'd have a better chance (22%) because the rescue is harder. It would also be a small indirect nerf to slugging and tunnelling.

    That would also be kinda cool lore wise since the entity feeds on hope, I could see it granting a small boon as things look bleak.

    For slippery meat the overall chance should just be higher and whether it just boosts the 1 chance or gives 2 chance at half penalty the total chance when using it should be around 51-55% still worse than deliverance because it has no condition to activate, but actually makes it a semi usable perk.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195736#Comment_3195736

    Still dont like it, if your objective of going to single charge is to make it so people cant force themselves to stage 2, the drop in percentage is not only unnecessary but a direct nerf to Solo Q.

    I will throw a Solo Q situation that would make me force stage 2 and eliminate myself.

    Ok so I'm on the hook 2 people on gens 1 coming to rescue, killer intercepts and starts chase 1 of 2 gens popsand the person who was chased gets downed. Killer slugs because they know the person that popped the gen is gonna go for the rescue, they get intercepted, and the 4th person thinks they can finish the gen and still make it even though they cant and I know it.

    What are my options, I either just accept stage 2, or I kobe at 4%, if im lucky and identify it early maybe i get 2 chances, but likely go to stage 2 anyways

    The real problem at this point is I have lost alot of faith in my team, I'm on my last life and with all but 1 person down or on hook, I'm in stage 2 and sure maybe with a decent team its a recoverable game, but I dont have that trust so I lay back and let the Entity take me, because even though i may get unhooked if the killer gets that next down they are probably gonna slug and come back to tunnel me out because that is the most efficient play.

    In this situation I am being punished for not going for the kobe right away, because it is better for the team.

    My suggestion in going to a single chance would be to actually give it a slight buff nothing to crazy but maybe have the single chance at 13-15% with the current penalty -20s.

    Another option would be keep it 11-12%, but add a bonus modifier for downed/hooked/dead survivors, something like 10% bonus per, this way if your in stage 1 and everyone is down you would have a 42% chance, or if the killer tunnels someone out and your in a 3v1 you'd have a better chance (22%) because the rescue is harder. It would also be a small indirect nerf to slugging and tunnelling.

    That would also be kinda cool lore wise since the entity feeds on hope, I could see it granting a small boon as things look bleak.

    For slippery meat the overall chance should just be higher and whether it just boosts the 1 chance or gives 2 chance at half penalty the total chance when using it should be around 51-55% still worse than deliverance because it has no condition to activate, but actually makes it a semi usable perk.

    Interesting points. Lore should not take precedence over gameplay though. As said before, all numbers are general placeholders and the primary goal is to remove the ability to immediately self-force a second stage.