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It's Time for Flashlights to get the Toolbox Treatment

AntiJelly
AntiJelly Member Posts: 1,155
edited April 2022 in Feedback and Suggestions

prelude

In the 3.6.0 update, just about 2 entire years ago now, toolboxes were changed from giving moderate gen speed boosts over a long period of time (the commodious toolbox, for example, gave you a +15% speed boost and lasted 180 charges) to giving large gen speed boosts in a small quick burst (the commodious toolbox becoming +50% speed boost for 32 charges).

I find that this made toolboxes, design-wise, a lot better. They became much more straight forward, with a very clear, notice-able effect. Old toolboxes were in a sense very insidious, and that made for frustrating and confusing results, especially from a Killer player's perspective.

Of all the existent items for survivor, toolboxes and keys are the only ones to have been so far pretty properly changed to have much better designs; maps, med-kits, and flashlights having been left in the dust.

Out of these item types left behind, flashlights have ended up being the most abusable in certain cases (with med-kits following in close second). The biggest issue being how absurdly long you can make flashlights last, especially for how much value even one flashlight blind can have, depending on the situation.

That being said, I've come up with somewhat of a rework to flashlights and their add-ons, in line with how toolboxes were changed. I wouldn't make any changes to the base functionality of flashlights, as I find that part of flashlights to be pretty much fine. For a quick refresher of the base-kit: A flashlight blind takes 1 second to complete, the blindness lasts for 2 seconds on the killer, and the flashlight beam range is 10 meters long.


Flashlight item changes

Common Items

"Flashlight" (Decreased from Uncommon to Common) - 4 charges

Event Items

"Will O' Wisp" / "Anniversary Flashlight" - 4 Charges

Rare Items

"Sport Flashlight" - 4 charges, blindness duration increased by 0.5 seconds

Very Rare Items

"Utility Flashlight" - 6 charges, blindness duration increased by 0.75 seconds


Flashlight Add-On Changes

Common Add-Ons

"Wide Lens" - blindness duration increases by 0.25 seconds, beam range increases by 2 meters.

"Power Bulb" - after performing a flashlight save, you and the rescued survivor's auras are revealed to each other for 20 seconds.

"Leather Grip" - after successful flashlight blinds, your vaulting noises & notifications are suppressed for 6 seconds.

"Battery" - increases charges by 1.

Uncommon Add-Ons

"TIR Optic" - after performing a flashlight save, you and the killer's auras are revealed to each other for 12 seconds.

"Rubber Grip" - after successful flashlight blinds, your footstep noises and grunts of pain are suppressed for 6 seconds.

"Heavy Duty Battery" - Increases charges by 2, blindness duration reduced by 0.5 seconds.

"Focus Lens" - blindness duration increases by 0.35 seconds, beam range increases by 4 meters.

Rare Add-Ons

"Low Amp Filament" (Increased from Uncommon to Rare) - after performing a flashlight save, your flashlight recovers 0.5 charges.

"Long Life Battery" - increases charges by 2.

"Intense Halogen" - after performing a flashlight save, the rescued survivor gains a 7% haste effect and suppresses their grunts of pain for 20 seconds.

"High-End Sapphire Lens" (Decreased from Very Rare to Rare) - blindness duration increases by 0.5 seconds, beam range increases by 6 meters.

Ultra Rare Add-Ons

"Odd Bulb" - blindness duration increases by 1.25 seconds, reduces charges by 2.


post examination

I believe these changes to flashlights would make them a lot more interesting to use for the average player, and a lot less abusive to use for very experienced players. Albeit this is just "on paper", so I'm certain the numbers could probably be moved around somewhat, but likely not too much. And again, to reiterate, I would make no changes to how flashlights function at base-kit.

Post edited by AntiJelly on
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