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Great anti-toxic fix : Make lightborn basekit with a cooldown

This will both allow the killer to act once (like hooking a survivor) and will allow the players to perform a preventing action in the cooldown period that follows a prevented blind.

Toxic players will no longer be able to abuse the killer and killer will no longer be able to dominate using his own abusive tactics. Both parties will have even chances.

Think about it .. swf party with flashlights plays mostly to give the killer player a bad day. There is no reason for this behavior to exist in this game , nor it to make the players quit playing. Getting good takes time and one should not have to bear poor actors during that.

This will also prevent INFINITE double locker abuse.


Ways this feature can work :


  1. Lightborn is off by default , after being blinded it activates for 60s.
  2. Lightborn is on by default. After preventing a blind it will turn off for 45s.
  3. Lightborn is off but will gradually improve with each succesfull blind. Blind duration will keep decreasing to a point where it only blinds the vision but does not interupt the killer. Eventually lightborn will be on permanently.
  4. The Lightborn perk will manipulate the cooldowns mentioned above.


Think about it devs. It brings no harm , it improves gameplay , evens chances , reduces toxicity and makes everyone happy. Especially new players who might get put off by bad actors.

I am grateful that you are improving the slugging problem in the next update/s. This is a suggestion to make the game even more fun.

Comments

  • Seraphor
    Seraphor Member Posts: 9,429

    Just make Lightborn basekit as it is. Flashlights are toxic and should be removed, just like slugging.

  • Gandor
    Gandor Member Posts: 4,273

    Ok. But make killer unable to use both M1 and M2 near hooked person. This effect should linger for additional 10s after unhook happens.

    If you want to gut flashlights, then I want to gut camping. Campers are inherently toxic anyway.

  • FreddyVoorhees
    FreddyVoorhees Member Posts: 369

    They already buffed unhooking with extended endurange and haste time. They could power it more , though flashlights have little use when unhooking someone. Also with the cooldowns suggested above you will still be able to blind a killer at least once a minute. That is 15 or more blinds during a match. Ask yourself , how many times does a killer gets blinded on average ? Even with my suggestion you could still deplete a buffed flashlight. But you will no longer be able to abuse with it though.

  • Gandor
    Gandor Member Posts: 4,273

    No. If you have face camping bubba, styptic agent or flashlight are your only chances to get that survivor out. One by consuming it and being able to tank a hit even if it's insta-down, the other one by being able to distract bubba giving other teammates miniscule time to actually unhook.

    Also this would turn off chain blinds (useful especially on pallets - you stun him and get 1st blind - killer will probably try to break the pallet to use that time which gives you opportunity to blind again from bigger distance) - really important for tunnel-vision (or outright tunneling) killers.

    Sometimes you want to force killer to look down/up just to be unable to hard-tunnel your dead-hook teammate. This is also one of very few things you can do for your teammate (the other is body block, but that only prolongs the chase and does not solve anything - flashlight can make killer loose tunneled survivor).

    Another thing - killer running only after me and ignoring everything. If I have flashlight, I can use pallets and when he tries to break them I can blind him - this can repeat itself multiple times per minute. Also legitimate use of flashlight without any toxic intention behind it.

    Another thing - I tried to help my teammate so I blinded the killer. But it did not work out and my teammate got down in next 20 seconds. With your suggestion I can't even try to flash save, because killer has still 40s flashlight immunity.


    As noted before - if you want to butcher another aspect of survivor, then give something back in return. Butcher camping the same way you want to butcher flashlights

  • FreddyVoorhees
    FreddyVoorhees Member Posts: 369

    You already suggested that there are solutions to bubba camp. The styptic agent would still work. If that fails due to poor play you would still be able to blind him once. That are two chances to unhook a stubborn bubba.

    You also have a flashbang which could be excluded from the rules above (killers would never be immune to it thus making the perk valuable and survivors have a SECOND blind follow up play that could bridge the cool-down gap).

    You do not need to chain blind so much. Once blind and loop him well with pallets/vaults/deadhard until he is vulnerable again. If you can loop a killer for 40s which is something many are capable of , you will be able to blind him again. That is a nice chunk of time for your team mates to progress their gens. Rather than just chain blind for 5 minutes.

    As for flashlights against tunneling killers , that is a separate issue, the tunneling. That by itself needs its own fix. Either way , your flashlight will deplete or Franklin's will take care of it. Its not a guaranteed protection by itself. Over 85% of survivors do not have a flashlight when they run from the killer and still manage to loop them for a long time and often escape.

    If you saved your teammate from the killer but they got down in 20s then you must admit the fail on their part. The killer not only lost them to you but still managed to hunt them down all over again. You can't expect to constantly guard your teammate with a flashlight. They need to work on their own to survive too. Save them once and do the gens or distract the killer. Otherwise both you and your teammate are not progressing your escape. It takes time for them to die on the hook. You will catch a chance to take them off it in a minute or less with your flashlight ready once more.

    Survivors already got unbreakable buff on the way which will kill slugging. Killers will have to pick them up and hook them. That is where your chance lies to save them. Flashlight is only one of the ways to save your team mates , you can sabotage , body block etc.

  • Gandor
    Gandor Member Posts: 4,273

    And yet I see 0 good reasons why flashlight should be destroyed. It's hard to utilize, has limited time usage and there are multiple perks that make it quite useless.


    If the only thing you can think of is toxicity, then remove killer's M1, because some killers hit survivors on hook. Or remove hooks, because some killers facecamp. It always go both ways. You can't just take from survivors all the time. Devs already took way more then what's healthy (still 61%).




    As for bubba - not everybody takes styptic. You should keep more options how to play the game. Same thing for flashbangs.


    Taking away utility of flashlight is also wrong. Why can't I use my item more then 1x per minute? What if I blind him at the pallet but he hits me when blind? Does that mean noone should be allowed to flash save me? Why? Should killers be unable to hit anyone for a minute once they down someone? Or at least use their ability? Again. For what purpose?


    Ps. I don't use flashlight, because I can't get the timing reliably enough. When I play killer I get almost flash-saved also quite often, but again. Timing. And still I benefit from it, because there are people that can get it. And it's cool when they do. I don't see any good reason why survivors should be robbed of flashlights completely

  • Araphex
    Araphex Member Posts: 696

    First, I don't think blindness stuns should be stacked. Flashlight with stun grenades and such can really run a game, plus it can hurt the player's eyes if they are sensitive. I don't think a basekit Lightborn is the solution, but there needs to be work done on this because it does end up being abused at times. Maybe have a cooldown after the killer is blinded. Like 1 second after it's over, they can be blinded again. Not too long but not to short. Just so it doesn't stack or chain into what seems like an endless blind.

  • FreddyVoorhees
    FreddyVoorhees Member Posts: 369

    1s wont do anything. 4 flashlight squads will blind you every 10 or so , basically whenever you attempt anything. Pallet , pickup , locker , carrying, hooking , gen kick, even running. They will disable your entire gameplay . With an optional item .

    Looking away is not an option vs multiple buffed flashlight beams from several angles in the same time. All taking barely over a second to blind. Flashlight abuse is the leading survivor toxic behavior in the game. It needs to be fixed. Until then , most killers will run lightborn and refuse to even bother.

    Base kit lightborn with a specific cooldown or just gradual improving immunity will both disable abuse and still make it usable. The latter is likely a better option. The more you abuse the flashlight the more resistant killer becomes.

    Same for face camping, slugging , hook hitting , gate tbagging ,etc. Leaving them unfixed will do full harm and no good.

    Base kit unbreakable is an example of abuse being fixed. It buffs survivors so they should not complain when their own abuses are being fixed too.

  • Dream_Whisper
    Dream_Whisper Member Posts: 755

    I rather they instead make it not possible to do flashlights saves fron locker grab animations onlu. After all, it is is a very unique interaction that shouldn't be counter and abuse by experience Survivors in bad map spawns near doorways and windows.

    I think flashlights saves should only be possible to do, when you do the pick up animation, as well as during the grab animations when the killer is able to pull a Survivor off a hook or window.

    If anything, DS and Head On should be the only perks to counter locker grabs.

  • Gandor
    Gandor Member Posts: 4,273

    This. Locker saves can really be abused. 2 very skilled survivors hoping into locker gives killer 0 options and survivors inside them are invincible.

    But to fix this specific interaction, you don't need to disable locker saves. All we need is disable flashlight for like 2s after leaving locker. Nothing more

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,418

    Lightborn basekit, in any form, would be a horrible idea. I want survivors to waste their time trying to go for a flashlight save that they will eventually fail.

    Also playing the game, using flashlights to your advantage, is not toxic; the only thing that is toxic is post-game or outside of match harassment since you are directly taking something that happens within the game and using it as a tool to attack people outside of the game.

  • FreddyVoorhees
    FreddyVoorhees Member Posts: 369

    But is it not toxic when a good swf team gets matched against a newer/less skilled player and do not even do the gens just constantly harass him with blinding until he DCs ? That is the primary abuse case with flashlights. No matter if such player gets lucky they will never let him do anything.

    If my idea of progressive lighborn immunity is added then all issues would be solved. During the first half of the match you could get plenty of blinds but as the reppetition continues (if players REALLY blind too much) then the killer will become more and more resistant. Only the swf abuser squads would suffer from this, because even with normal play the killer would not get to progress too much with resistance. In fact matches and flashlight use would remain mostly the same.