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Lucky Break Unpopular Opinion

GamzelloGamzello Member Posts: 827

I know a lot of people won’t agree with me on this statement but I feel like Lucky Break was fine before.

I used to use it for stealthy gameplay (running fixated with lucky break) not very often but it was pretty good combo.

A lot of people will say it will become meta but I don’t think it will? It won’t be a replacement or a must have perk like DS was for some survivors before the nerf.

Plus it’s just 45 seconds and it becomes disabled, it won’t be a huge problem around the end game or mid game you’ll just have 3 perks to deal with as a survivor.

Maybe that’s just me thinking in general I could be wrong, I’m not sure!! What do you guys think for people who play this game a lot more than I do?

Post edited by MandyTalk on

Comments

  • edgardot02edgardot02 Member Posts: 138
    edited May 5

    If you want to not be tunneled ds is still a strong perk as it was before the nerf, if is not strong for other survivors it's because they didn't used ds as anti tunneling perk.

    It was a 4th abusable hook state.

    I play survivor and ds is in my perk slot very often. to punish a killer that goes for me just after being unhoked.

  • edgardot02edgardot02 Member Posts: 138

    the only perk that I complain for survivors is iron will, other than that all perks are perfectly fine, thank god bhvd hear community about lucky break. 90 seconds was completely broken.

  • GamzelloGamzello Member Posts: 827

    Yeah I didn’t abuse DS like some people but being tunneled sucks, I took off DS and switched it with we’re gonna live forever only for the 100% boost in healing speed while dying since slugging tends to happen every now and than.


    Totally agree!

  • th3th3 Member Posts: 1,046

    Hangman's trick was supposed to be anti sabo, having a range of 16 meters meant everyone on the ptb and forums talked about how it was the new bbq. Clearly when hooks are a minimum of 20 meters apart with offerings to reduce that space, that range just for anti sabo was absurd. What should have happened is it gives 4-6-8 meters or even 6-8-10 meters of range. That way it does a good job at talling if someone is close, but isn't a substitute for aura reading mapwide. Or even better if it kept its 16 meters of aura reading but only applied it to hooks within 50~ meters similar to how Sabo shows the hook auras.

    They essentially made a niche perk which fits the trend on how they balance. All of the potential changeup is gone because of it. This is because a regular heal is 16 seconds which immediately places the duration of the perk at 29 seconds assuming you heal immediately. It also doesn't count the time it takes when the killer has sloppy which can lead to over half the timer being wasted healing. Plain and simple because its 45 seconds it is completely useless. When I use a build I aim for consistency. QnQ, Head On, Inner Strength, and D. Hunch is consistent and I get multiple uses out of it throughout the match. This applies to DS, Unbreakable, Dead Hard, Iron Will, BT etc. Lucky break having a 45s timer is extremely weak and does nothing to change up the meta loadout for survivors. The synergy is utterly useless when its only good on one chase, the rest of the game you are running 3 perks. Either increase the duration or make it the original effect since at least that compensated for having the timer tick down while you heal/get healed.

  • bjorksnasbjorksnas Member Posts: 2,931

    healing speed perk addons and items still exist, bottany knoweldge + green medkit is still 83% bonus healing speed that can cut 16 seconds down to 9, suddenly its 36 seconds which if you use it to lose the killer successfully is good for more than one chase

    also its the devs choice, and they chose to reduce duration rather than synergy

  • chargernick85chargernick85 Member Posts: 981

    I personally think it would be cool to have a shorter timer but returns when healed. For instance when hit, activates for 5-10 seconds (plenty of time to break los) and has synergy (Q&Q, deception, Head On, IW, etc) but not quite as long at least. Idk just a thought.

  • nutmilk420nutmilk420 Member Posts: 43

    When ever I ran Old lucky break I noticed the timer would reset if I heald myself before the perk deactivated. Not sure if intended but the peek worked good like that.

  • chargernick85chargernick85 Member Posts: 981
  • CheyeneKLCheyeneKL Member Posts: 598

    Nah I agree with you. I honestly thought 90s would be too much, but 45s is just way too little. Because it isn't 45s- it's more like 20s of usefulness. 35s max if yo I have a good heal set up. You basically have to dedicate part of your build to get the best use out of it. A lot of perks in the game do heavily benefit from synergizing with other perks, but they also tend to either be multi use, or have another benefit (i.e. UB is single use but it allows you to recover 35% faster, thus allowing teammates to pick you up much faster, and allowing great synergy with other slug perks (Flip Flop, Soul Guard, Power Struggle, etc). A perk like DS is only single use, but the effect is powerful enough that it warrants only being used once (although I do wish it hid scratch marks for a couple of seconds after the stun to truly aid in getting away from the killer, since currently, DS doesn't really do THAT much to stop a tunneler). Is Lucky Break really powerful enough to warrant being basically a single use perk? I'm not very sure about that. Maybe so, but honestly LB is quite well countered by Nurse's Calling + Sloppy Butcher (don't even need to combine them) or even just a hit and run playstyle. If LB paused while healing, it would be just fine at 45s.


    As is, I mostly see LB being used by rat Blendettes who love to play stealthy. It's otherwise not worth taking into a trial over any of the old meta perks like DS, UB, BT, any exhaustion perk, etc. I think 90s LB, as over-long the timer was, would have found its way into the meta, but 45s just falls a little bit short.

  • BangarangBangarang Member Posts: 212
    edited May 5

    I used it last night as I like to try out new perk changes and it just felt like a complete waste of a perk slot. I escaped one chase before it ran out and even then, there’s no guarantee I escaped the chase solely because of the perk as I was also running Iron Will and broke LOS. I know 90 seconds was a bit excessive but it just feels so worthless in its current state. I didn’t even see a single survivor using it yesterday. Only me.

  • gibblywibblywoogibblywibblywoo Member Posts: 2,993

    Power Struggle 2.0. A not very good perk that is extremely strong in specific situations. In this case 1 chase if that.

    I actually think its just a bad perk concept. Timer too long and it becomes OP (we saw how ridicolous it was in the PTB especially in conjunction with Iron Will) too short and its not worth justifying a perk slot over.

  • gibblywibblywoogibblywibblywoo Member Posts: 2,993

    The same people that get really upset when you say you think MoM or DS were overnerfed will complain about BT/DH/Adrenaline and IW, then they go back to Ruin/Pop/Tinkerer/BBQ killer.

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