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Can the flashlight(or survivors in general) please recieve an addon pass?
Right now, half the addons of the flashlight are either practically useless, bad or have too many better versions of them. A huge thing with the flashlight was to gain the attention of the killer for chase, and with that gone the addons can no longer be ignored.
Take the flashlight duration addons: You have the Battery, Heavy Duty Battery, Long Life Battery and Low Amp Filament. Low Amp Filament is by far the best for duration followed by Long Life Battery. If either of those run out, you still have Heavy Duty Battery before you would even touch Battery.
Then you have addons that are solely focussed on blindness duration: Power Bulb, 10%(adds about 0.2 seconds), Tir Optic, 15%(0.3 seconds), Intense Halogen, 20%(0.4 seconds), Odd Bulb, 25% AND shorter battery life(0.5 seconds, reduces a purple beamer duration from 12 to 10 seconds, note that a blind takes 1 second at the very least, meaning you gain 2 less blinds). Broken Bulb, 30%(0.6 seconds).
Sure, the broken bulb might be an event addon, but its by far the best of all of them. Making Odd Bulb and Power Bulb basically unused. Tir Optic sounds nice at first, but thats because I only focussed on blindness addons, because we also have Sapphire Lens and Focus Lens, both increasing Blindness duration by 15%. In addition of increasing the range of the flashlight
Then the final one that I havent mentioned yet: Wide Lens. The use of this lens is so niche. Its only really good against killer powers(Hag and Wraith mostly, Nurse only a little bit).
But what about the brightness that is mentioned in the addons? Purely visual. Does practically nothing during the average game. There are some niche instances where you might temporarily remove the vision on a specific area on the screen of the killer, but that is so extremely niche that it might not be mentioned.
Thats not even talking about the fact that all I have stated above, doesnt even matter if the killer uses Lightborn
Flashlights need some loving.
(maps too, half of the map addons is to basically turn the green map into the rainbow map, hence me mentioning an addon pass in general, but mostly flashlights)
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Didn't read, just skimmed, but yes.
Survivor add-ons and items need help.
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Bloodwebs need less clutter in general,useless add-ons is a good start.
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Yes. I would be happy if a lot of Add Ons and Items get changed, combined, deleted.
E.g. you dont need 3 Flashlights, 2 are enough. Most Flashlight Add Ons (everything aside from Batteries and the Filament) are useless.
You dont need two Maps, one Map would be ok (The Rainbow-Map) and all Add Ons which give the ability to track something can just be removed.
You dont need 3 Keys at this point, one would be enough. Same with Toolboxes, no need to have a Gajillion of them.
This would greatly reduce the amount of Bloodweb-Items in the Survivor Bloodweb. Currently they have 3 times as many Items compared to Killers, so reducing that number a bit would be great to have a higher chance to get what you actually want.
At some point I made a proposal that Items should be removed and just be replaced with a Power which can be equipped to the Survivor. And this can be further upgraded with Add Ons. This would remove all the Items from the Bloodweb and replace them with a Dropdown-Menu where you can choose if you want to have a Toolbox, Medkit, Flashlight, Map or Key. And then the Add Ons should be combined, deleted and changed to reflect this.
But this is a big rework, so I would be totally fine with revisiting the Add Ons and Items and remove some of them which are not needed anymore or dont do anything.
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Don't understand your original premise. Survivors can still get the attention of killers in the middle of a chase using their flashlight.
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I disagree with things being deleted tho. Combined and reworked would definitely be the preference. More options is better. My issue with a lot of the addons, especially survivor addons, is that they dont offer many different options. I made a post months ago how I basically have 3 million worth in BP of Myers addons that will never be used because there are at least 2 better options of the same type available.
But I'll go deeper with my reasoning:
As for 3 keys, well, I'd actually be for a slight key rework: Skeleton Key: 15 seconds of aura, can open hatch, Rusty Key: 5 seconds of aura reading, can open hatch. Broken Key: 45 seconds of aura reading, cant open hatch. This would give the purple key basically the ability to only open hatch. The pink key would be a hybrid of both and be powerful in its own right, while the green key would gain a huge advantage of the aura addons, but cant be used to open hatch. 3 very different playstyles while having 3 keys.
The same could be said for flashlights: 1 based on beam range, 1 based on battery life and 1 based on blindness duration, with the addons amplifying that part or making hybrids.
Maps, well, I am honestly at a point where I am in favor of 2 types of maps, both for the purposes of the average match having basically infinite duration, but one being able to track survivor-related objectives(gens, hatch, gates, chests) and the other being able to track killer-related objectives(hooks, totems, and maybe gives away killer "scratchmarks" so you can see if the killer was nearby). This would need a rebalancing of addons, but thats kinda needed anyway.
Toolboxes, my biggest gripe isnt the amount of toolboxes, but that hook focussed toolboxes can be used on gens and gen focussed toolboxes can be used on hooks. This overall makes Commodius by far the best toolbox in the game as it can be used for both purposes. I think they need to remove some accessibility, give hooks 3 toolboxes(1 based on sabo speed, 1 based on hook respawn time, 1 hybrid), gens 3 toolboxes(1 based on speed, one based on silencing generator sounds(all sounds, not just personal repair ones), and 1 hybrid) and keep them seperated.
Because really, what is the issue with survivor bloodwebs if things are useful? If anything needs to be removed to remove clutter, its the bloodpoint offerings that only increase the bloodpoints gained in 1 catagory. Let alone map offerings.
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Well, with the 6.3 update, there will be quite a significant delay between clicks. Not enough to take away the attention.
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So flashlights are only capable of grabbing a killers attention if they sound like a broken rotor?
Not exactly sure how that affects the Killer's binary decision. I promise you they'll still hear the clicks if you do them. They will also still make whatever choice they choose to make.
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Thats macro clicking, not what I was talking about. I was talking about regular clicking. And yes, it actually does affect killer decision making, because you'd be surprised how many killers would keep chasing me/teammates who clicked or stopped chasing survivors to go after someone who clicked the "normal" way.
It might not affect all decision making, but it will affect the taunting effect that flashlights had. I am not saying there should be no delay, but that the current delay is "quite a significant delay". Aka, its too big.
They could reduce the time by 2 or by 4, and add an anti-epilepsy mode(where the flashlight simply doesnt show a beam, instead just lights up a ball around the flashlight). Keeps in the taunting effect of the flashlight, without having epilepsy or broken rotors as a side effect, but also putting back in the moment when you are slightly off in timing and need to break the beam for a short moment.
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You can still do "regular clicking", that was the point of the change. All it did was reduce the frequency you can spam it while replacing the sound with one more akin to a mechanical "switch" flashlight rather than a button press one.
but it will affect the taunting effect that flashlights had
is literally your entire argument. If a "technique" only has any value due to it being unbearably obnoxious and/or physically affecting someone as a result of these things, it is not even remotely a healthy thing for the game.
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It's not just the beam. The sound had an equally deleterious effect, that's why there is a delay and not a 'epilepsy' mode.
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I wish the keys would get an addon pass, as in remove most addons from the Key and make something new to use all these Aura effects.
Sure, its not as bad anymore but just having a key is like a flag to be tunneled or camped. Even if its just a broken for auras, because the killer can't tell.
It'd like to see some kind of Rune or Tome they could use instead to channel the aura effects.
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Honestly they should rework the key into being a lil voodoo doll or phylactery or a similar style of relic and have it devote entirely to the addons like you suggested. As for the key, have it be some type of "earned" reward in EGC. Maybe make it so that it spawns in a specific place when the hatch closes, and after maybe a minute it is highlighted for both the killer and survivor. The aura vanishes if the survivor picks it up, and the hatch aura is visible for both once the key has been found. This way the liklihood of being able to secure the hatch is based entirely on the survivor's success rather than just waiting out their teammates dying, and even the worst cases still have some potential depending on the layout of the gates and the hatch.
Could certainly use more fleshing out, but basically i just like the idea of the key and hatch existing as a reward rather than a random chance gift.
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No, you cant do the regular clicking. The regular clicking would be about 4-5 clicks per second(aka, a delay of 0.2-0.25). This is good enough to also realign your flashlight if you missed the timing by a fraction.
The delay on the PTB is more like 0.6-0.75.
"is literally your entire argument. If a "technique" only has any value due to it being unbearably obnoxious and/or physically affecting someone as a result of these things, it is not even remotely a healthy thing for the game."
Its not my entire argument at all. But its still quite an important factor. Taunting the killer to get them off your teammates is not "obnoxious" nor physically affecting someone. The problem is that currently there is no delay at all, and the presented delay is too big that its gamechanging in flashlight savings while also removing the effective tauntability.
Taunting the opponent is healthy, so clicking is fine. The problem is the 0s cooldown, but 0.6s is also problematic. That is my argument
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I honestly think Keys are by far the most balanced addons. Its the keys themselves that need a rework, because the only key you can use the aura reading on is the Skeleton Key.
All you need to do to make the addons of the keys actually usable and interesting:
Skeleton Key: Currently 30 second aura reading+opens the hatch -> turn it into 15 seconds aura reading+opening the hatch
Dull Key: 5 seconds+opening the hatch -> perfectly balanced as is.
Broken Key: 10 second aura reading and cant open hatch -> turn it into 45 seconds of aura reading(yes, 45) without being able to open the hatch.
The broken key right now is only really good enough for survivor aura reading, and even then, its not great.
A balancing issue could be Blood Amber, but you can always counteract that by increasing key draining from 200% to 250% or even 300%.
That way, not a single specific key is worth tunneling or camping for(because they dont work unless they are the last ones left anyway), but they each have a different loadouts that are good for those keys.
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I'd love something simple like this as well, I'd really like to have the broken key have longer aura reads too, as well as having its own separate model to further avoid the possible tunnel cuz "oh no key", itll still happen because some killers will fear that last survivor reopening the hatch if they close it.
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My ideas for items
Weaken the items, make it free and only 1 version (like killers' powers), make items relied on addons to work.
Some typing mistakes
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Flashlight add-on need no changes. They have 3 main combos each exaggerating the a specific strength of flashlights.
The first is purple utility flashlight with focused len+High-end Sapphire lens. The main statistic to focus on within these two add-on is 25% Increase in range distance on a flashlight. With both add-on, It increases range of flashlight by +10 meters. Killer refers to this type of flashlight as SNIPER flashlights because these flashlight are designed for purposes of flashlight saves.
I am not joking, but you can stand 20+ meters away from killer and if killer picks a survivor up and they are not looking directly at wall, you can flashlight save from 20 METERS away. This is arguably strongest flashlight in the game because it grants teammate decisive strike.
Second flashlight is known as the unlimited flashlight, used with green flashlight. The add-on to use green flashlight are battery+Low amp filament. This is the type of flashlight that clickers use a ton because flashlight litterally lasts forever. Its super powerful vs killer like Hag or Wraith because you can just spam the flashlight to disable traps and stun the wraith in his cloak forever.
Yellow flashlight is for pallet-blinding and window-vaulting. You can use Intense halogen+Tir Optics. With both add-on, you can get 35% blindness duration. Default blind is 2 seconds, so with 35% blindness duration, it becomes 2.7 seconds. Its almost 3 second blind. Its really long blind that you can use it to mindgame loops. You can window tech killers if you blind them during a window vault. You can use it to walk forward when the killer breaks a pallet since many killer will be disoriented on their position since killer normally look down when performing a pallet action. There is advanced technique that lower-skilled killer fall for which is called chain-blinding. This is where when killer is recovering from a blind, you can chain-blind them to extend duration. With chain-blinding you can blind killer for like +6 seconds with these add-on's.
Some killer recommend running lightborn to counter chain-blinding but all you need to do as killer is look down or look up while walking forward when blinded. Flashlight is one of those high-skill cap items to use. its not too useful in soloq because of lack of coordination but you can use it.
They're just weakening flashlights because certain toxic survivor mains couldn't stop flashlight clicking in killer ears which is annoying. Killers typically has their volume a bit higher because they need to hear survivor's moaning sounds when they're injured for mindgame purposes over super loud chase music. I personally wish killer could turn off chase music. Its ultra-annoying having a survivor spam flashlight clicking in their ears.
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If a killer tunnels because of key, when they can already slug in a 2v1, just in case that 10% of games where the killer never finds the other survivor before bleedout time and they can then use the key to reopen the gate, is simply the sign of either a super insecure or a very boosted killer.
The only reason I think killers might tunnel out people with keys is because they missed the hatch update and think hatch can still spawn with multiple people around.
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Flashlight addons need no changes? There is literally HALF of the addons that are not worth running because they either dont do anything, or they have too many addons that do the same thing but better.
As for flashlight clicking, not toxic behaviour. It doesnt do anything toxic. It is intended to annoy the killer so they would stop doing what they do to chase them instead. That's like saying slugging at any point in the game is toxic, because its super annoying for the slugged survivor, when there are plenty of reasons to slug(baiting a teammate out, buying a bit extra time, avoiding DS for whatever reason). But its super annoying and survivors cant play while slugged.
Calling something toxic because its annoying is super entitled. Toxic behaviour requires quite a bit of the following: Unsupportive and unpleasant behaviour, being manipulative, judgmental, controlling and self-centered. So lets go down the list:
- unsupportive and unpleasant behaviour. Supportivity doesnt matter as you're on the opposite sides of each other, and since you're on opposite sides, behaviour that is supportive and pleasant to their teammates can be unsupportive and unpleasant towards you. Thats doesnt make it toxic.
- being manipulative, the only manipulation between players here is trying to gain each others trusts while being on opposing teams, and then one(or both) betraying the other. This doesnt happen with flashlights, and the other behaviour is often the most fun and memorable a game can be as both parties basically consent to it.
- judgmental, well, maybe if survivors click a lot when you fell into a hole it can be considered judgmental, but laughing about something isnt necessarily judgmental.
- Controlling, I'm skipping this one because its ridiculous to be controlled by a flashlight
- self-centered, well, again, odds are that people use flashlights to pull you away from someone more vulnerable.
You being annoyed by something doesnt make it toxic. Especially if you can do something about it to instantly make it stop(i.e. falling for the bait and chasing them).
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I need this to be told to the several killers who wont leave me and my broken keys alone :(
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A perfect add on for flashlights is if you have not blinded the killer for the entire match you don't lose the flashlight on death. Hell why not make that base?
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