The most useless mechanic in the game and a idea to improve it: Luck

After the first hook stage got changed so you can no longer unalive yourself on hook the only thing the luck offerings and perks do is give people the option again to kill themselves on hook or for swf groups to absolutely abuse it.

But what if the mechanic was no longer useless and also worked for the Killer. Here is my little idea on how the mechanic could make the game more interesting.

Luck and Misfortune: Both sides get new offerings and perks (some old perks it as a extra effect). Luck is for the Survivor side and Misfortune for the Killer side. Since there are more 4 Survivors against 1 Killer it would be unfair to just give killer stuff that says"luck is decreased"

Items and Chests: Items you get out of Chests are now affected on the rarity the items have and on how many charges the items have. Items can have up 150% charges depending on the luck the survivor who brings into the match. On the other side Misfortune gives a certain chance that items inside the chest are "broken" with 0 charges making them useless.

Generators: Survivors who have high luck get sometimes bigger great skill checks. Misfortune results into the skill checks randomly appearing on other positions of the screen or suddenly being much faster then normally.

Pallets: Luck and Misfortune have the strongest affect on the pallets but also the lowest chance of these effects happening (Base chance like 1% and max chance like 5%) When a Survivor drops a pallet two things can happen. Either Luck is on the Survivors side and the pallet becomes unbreakable for 10 seconds or Misfortune is on the Killers side and the Pallet instantly breaks like a Apocalyptic Pallet. When Luck triggers while stunning a Killer with the Pallet the effect changes so the stun is twice as long and the Killer get's blinded. When Misfortune triggers while a killer is stunned the Pallet also instantly breaks but also the Stun is only half as long.

Hooks, Totems, Exit games, etc: Not affected by Luck or Misfortune.

Comments

  • @DanielPaint1 said:

    After the first hook stage got changed so you can no longer unalive yourself on hook the only thing the luck offerings and perks do is give people the option again to kill themselves on hook or for swf groups to absolutely abuse it.

    But what if the mechanic was no longer useless and also worked for the Killer. Here is my little idea on how the mechanic could make the game more interesting.

    Luck and Misfortune: Both sides get new offerings and perks (some old perks it as a extra effect). Luck is for the Survivor side and Misfortune for the Killer side. Since there are more 4 Survivors against 1 Killer it would be unfair to just give killer stuff that says"luck is decreased"

    Items and Chests: Items you get out of Chests are now affected on the rarity the items have and on how many charges the items have. Items can have up 150% charges depending on the luck the survivor who brings into the match. On the other side Misfortune gives a certain chance that items inside the chest are "broken" with 0 charges making them useless.

    Generators: Survivors who have high luck get sometimes bigger great skill checks. Misfortune results into the skill checks randomly appearing on other positions of the screen or suddenly being much faster then normally.

    Pallets: Luck and Misfortune have the strongest affect on the pallets but also the lowest chance of these effects happening (Base chance like 1% and max chance like 5%) When a Survivor drops a pallet two things can happen. Either Luck is on the Survivors side and the pallet becomes unbreakable for 10 seconds or Misfortune is on the Killers side and the Pallet instantly breaks like a Apocalyptic Pallet. When Luck triggers while stunning a Killer with the Pallet the effect changes so the stun is twice as long and the Killer get's blinded. When Misfortune triggers while a killer is stunned the Pallet also instantly breaks but also the Stun is only half as long.

    Hooks, Totems, Exit games, etc: Not affected by Luck or Misfortune.

    Cool concept but I feel like making the game luck reliant is not the best idea, an event like this would actually be sick (with more luck reliant things with higher much chances and classes to replace perks or something), when bhvr adds that sandbox thing maybe try to do it or tell the idea to someone who will do the game mode.