In defense of the Lightborn argument
Comments
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Let me apply this logic by repeating what you said.
"Traps might be the weakest killer ability, but they have the biggest gameswinging effect.
Chainsaws cost a bit of time and allow you to get rid of pallets to maybe force a survivor into a deadzone in very specific circumstances.
Blinks allow you to efficiently take healthstates away that survivors healed.
Traps can completely remove an entire chase sequence from the survivor. A single good use of a flashlight can completely turn a game around that a chainsaw or a blink rarely do.
Traps are the weakest killer ability because they are not consistant, not because they aren't powerful
Spending a perkslot for Saboteur to remove that possibility is 100% fine."
So why was Sabotaging traps no longer a thing? Oh right, because it completely negated a core mechanic.
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Nice way of twisting words. The perk design is insulting due to double standards from devs. It's not insulting to run Lightborn.
And yes, you spend your focus on a chase that lasted too long, giving survivors time to reposition and instead of waiting a bit to time your down right you greeded the hit and are now in a position you could have prevented from happening. The insult there is you assuming you should do everything ASAP. You got punished for greed in that scenario. That's not that different from a survivor getting grabbed from a gen for greeding a gen, or do you think survivors should have a perk that prevents them from being grabbed off gens too, just so their greed can go unpunished?
It's getting so predictable that people take things like this as a personal attack rather than looking at the logic behind the design. It's not healthy to have any double standard in design. Let's take the closest similar perk that removes a gamemechanic that survivors have: Iron Will. You still can trace blood, you can still trace scratchmarks, you can still trace footsteps. Aka, the game gives you at least 3 other mechanics to trace the survivor, and even if Lucky Break is taken in consideration, you still have footsteps to trace. Which still isnt super great, but at least you can still use your ability, you can still use your perks.
Essentially, ever since the Saboteur change, the devs even removed Small Game and Slippery Meat from being applicable to directly counter any specific killer ability. So why the double standard towards survivor abilities?
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Because taking away an entire killer power is slightly worse then a single item.
A item is equivalent to an addon not to an entire fricking killer power
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I mean, we like a game where both sides get treated equally. Where standards for one side are also applied to the other. It's why Mori's were nerfed with DS. It's why Hatch was nerfed while endgame perks were effectively buffed, making the endgame portion a lot more killer sided as it should have been for years.
So why was the statement of "removing the antiquated part that only applies to specific Killers with traps" added when Small Game was changed? The devs clearly think that perks that only hardcounter specific core mechanics is an outdated stance.
It's like seeing "removing the part for specific killers to have basekit instadowns" on Billy and Bubba but seeing Instaheals return. It would be a massive double standard if Billy and Bubba lost the ability to instadown(altho, Bubba would manage), but see survivors have an even easier way of healing up.
"But those are not comparable", I hear you say. But are they really? Their only difference is power hierarchy. And power hierarchy is the worst reason for double standards. It's like nerfing Clown because he can down people too fast in chase, but leaving Nurse and Blight untouched, it would not make sense.
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Bigger problem is franklin.
Flashlight is useless item for clicky clicky and maybe some saves. But dropping flashlight that slowly depletes when you get m1’d.
This perk is broken !!!1!11!!!!!
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Imagine comparing a killer power to a flashlight..
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Plus Flashlights aren't the weakest item... Keys are
Flashlights are stronger then you give them credit for
You said that Item are like Survivors powers.... And I'm saying there are more then Flashlights
There are perks that hurts Items... it's just that they don't do enough (aren't "meta")
You are on this Flashlight crusade but there are other Items... why are you so upset about a Perk countering an item... Flashlights counter Wraith, Nurse, Hag and Spirit
Lightborn isn't "meta" nor does it do anything but stopping blinds while showing you who tried to blind you
Why do you think that Lightborn is a thing... Because Killers getting blinded while stuck in an animation Kicking pallets, Picking up Survivors, even Cleaning off their weapon, Kicking Gens... Not to mention quick blinds (a time when the killer doesn't have time to avoid the blind), Locker blinds
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You also need to remember that this game is a Asymmetrical... so certain things will never be balanced
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You're actually asking for a nerf of one of the worst killer perks in the game
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Nerf spine chill because it completely negates stealth killers.
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Is Lightborn run enough to really offend people at a high enough rate to matter? I doubt it.
The only time I ever run Lightborn is if I smell a wannabe flashlight bully squad in the lobby, which is not freaking often, and even not in all of those cases. And when I do it's just for the simple meme-y enjoyment of pooping on their plans, not because I think it will help me win.
And really, few things give me more pleasure in DBD than when a team of survivors come into a match with a gameplan and they have to toss it immediately.
I agree with whoever said the the only people really put out at all by Lightborn are probably flashlight swfs. And as far as I am concerned, they can stick it. Plus few things in DBD are as funny as smacking some dumb goober who was continuing to try and blind you when it was plainly obvious it wasn't gonna happen.
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That right in the end its about poor design choices and that's why it's not changed yet cause the whole designe of flashlights is kinda wonky. I had games being blindet looking at walls or times where I got blindet even tho i looked up immediately and let's not talk about how you just can't counter a blind when You are locked in an animation and that blind can even get chained.
And that's just flashlights we have so much stuff that is wonky in designe and lightborn is not that overpowered perk you want to make it atm I use it when I have a lobby full of flashlights and I think that's legit I mean I could just dodge that lobby cause let's be real why would I want to face a four flashlights bully squat but here come bad design again I as a killer can see the survivors to tweak my build a little bit befor facing them cause it 4vs1 or 16perks vs 4 and that's OK but then they just last second switch items wich is bad design.
And just to name a few hard counter survivors have.
CoH hard counters hit and run killer
Spine chill hardxounters stealth killer
Soul guard counters slugging
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You know what, let killers use lightborn. That's one less gen regressing/noed perk to worry about and just make sure to genrush the hell out of em.
I really don't understand why the devs would massively buff lightborn like this. It used to take 2 survivors to be able to blind the killer with that perk, and that seems fair imo.
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Absolutely 100% false and you clearly don't know what a "fact" is.
If flashlights were a "core" ability, it would be basekit in the game and everyone would start the game with a flashlight in their hand. They ARE NOT. They are OPTIONAL items you have to buy in a bloodweb and go away when you DIE.
The similarities between Killer powers and flashlights beign and end with where we see then placed on the HUD.
The closest thing a flashlight would be comparable to be would be a killer ADD ON.
So, no... it is NOT "literally like using Saboteur against the Trapper".
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I'm glad they buffed the perk like it is now. That blinding screen is trash and still hurts my eyes (its a bit better than before, but still really bad). And with flashbangs and blastmines in the game, it's fine as it is now.
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Not really sure why the community feels the need to nerf very situational perks for killers while survivors have numerous options for looping, healing, and gen progression. Why not attack the more meta perks? If we are going to discuss “balance” perhaps we should talk about how we can bring the gamestate to a more 50/50 ratio as a whole without bringing anecdotal evidence to the table.
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