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Flashlight Rework Pitch

I'm going to be pretty bold with this one, so I ask that you bear with me and really consider what I'm saying.

When it comes to flashlights, the problems I'm aiming to fix aren't that the item is too strong or too weak. In that regard, I actually think flashlights are in a pretty good spot- my issues lay elsewhere. For clarity, my issues are as follows:

  • Flashlights have generally pretty useless addons
  • As a follow-on from that, there are lots of variables for flashlights that don't really matter enough to warrant existing
  • Following on from both, flashlights contribute a pretty large amount to bloodweb clutter

With that in mind, and looking at the streamlining Keys and Maps got fairly recently, I have a series of changes in mind. The goal is to cut down on clutter, preserve what makes flashlights good and fun to use now while whittling away unnecessary fluff, and also add in a little extra utility while we're at it.

So, let's start with maybe the bigger change: Flashlights should only have one variant.

I don't think the differences between flashlight variants really warrant them existing, and I also struggled to think of any way to further differentiate them that wouldn't be kinda arbitrary. Asking myself if we really need more variants, I honestly couldn't say the answer is 'yes'. So, only one!
Green rarity, and probably just named Flashlight, for simplicity. 12 seconds of use, with the accuracy of the blue Sport Flashlight. A lot of the old variables are getting tossed out, so some good middle ground for which numbers to pick would be tested, but that shouldn't be hard.

After that a simple second change: flashlights get one addon per rarity. Fewer addons here means each one can actually be useful, and results in less clutter for the bloodweb.
My pitch for what the addons should be is as follows:

  • Brown: Power Bulb, increase the blind's linger by 1 second
  • Green: Battery, increase the flashlight's total duration by 6 seconds
  • Blue: Intense Halogen, successful blinds inflict the Blindness status effect for 20 seconds
  • Purple: High-End Sapphire Lens, successful blinds cloak scratch marks for 10 seconds, reduce maximum battery life by 6 seconds
  • Pink: Iridescent Bulb, shining the flashlight on generators, chests, totems, or the Killer reveals that aura to the rest of the team for as long as the beam shines on it and two seconds after you stop

You get the idea, a smaller and more potent set of addons which add in a little more utility. I know it seems a lot like a lot is being taken away from flashlights here, but what's replacing it should be ten times more useful than whatever was lost.

What do we think?

Comments

  • Elan
    Elan Member Posts: 1,703

    I'd like to see this rework:

    Flashlights

    → now when aimed at killer, the killer will be revealed to all other players other than who blinded them for 3s

    → ability to blind killer when performing interactions (removed)

    → ability to save teammate when blinding (removed)

    → flashlights now have tokens rather than use-time, start with 3 tokens and each token will allow usage of flashlight for 1.5s

  • SoGo
    SoGo Member Posts: 4,486

    I agree that Flashlights have too many addons.

    On the other hand, 5 seems too little? Maybe it's just my opinion. But yes, a big cutdown would be good.

    Also, Flashlights are the one kind of item that actually has variation between rarities. (Unlike Medkits, Fog Vials or Maps) But I can agree that we could remove at least one variant.

  • random1543
    random1543 Member Posts: 532
    edited March 13

    I personally like the current lens and battery ad ons, you can use lens ad ons to have sniper beamer which this rework would remove and lens seems to be nerfed in this situation in all honesty

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,878

    I like some of the addon reworks, however I would still like to have multiple flashlight rarities especially for purposes of perks like Exultation which depend on rarity increase for item recharge, and I think you can still justify the higher rarities with battery life increases on its own.

    I think in general 5 addons is a little too few (even though I agree the current number of flashlight addons is too many) and this is an existing issue with some of the recently reworked items that there isn't enough variety in the items since there aren't many addon choices, I would still like to have 7 or 8 addons total personally though I agree some of the less important flashlight stats like accuracy could probably be done away with. But the addons that increase the flashlight range for example are still pretty useful (especially w/ champion of light) and I think that effect as an addon would still warrant existing.

    Other than that I'm on board with the changes.

  • JohnVelmaC
    JohnVelmaC Applicant Posts: 3

    Add-ons for flashlights aren’t useless to me. But your idea is interesting.