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Lightborn rework?

The thought around lightborn is different from many people's perspective, some may say it is an broken perk while other won't. As many know, the killer has the ability to see which item we hold in the lobby, and when playing with randoms, they may come in the lobby with the flashlight making the killer switch perks. When using this perk it removes the whole value to an item which I think is making this perk so annoying and kind of ruining the game.

So my suggestion is making "Lightborn" a perk which makes the skill of using flashlight harder. First of all lets make that if they are going to flashlight save, the duration before they get flashed increases. I am not quite sure how many seconds it takes, but let us take an example of 2 seconds, increasing the time it takes to 2.3/2.6/3 seconds, depending on which level the perk is. Making it a whole ekstra second will make it more skillful to adjust positioning and timing, but at the same time not removing the whole purpose of an item.

Another suggestion may be how close they must stand to flashlight save, but I would then recommend add it together with the duration increase.

What are your guys thoughts about this? For i think making the game more competetive would increase the fun :)

Comments

  • Nos37
    Nos37 Member Posts: 4,142
    edited March 29

    I am not unequipping Lightborn.

    Background Player? Flashlights from chests and being unable to see gen auras because of Residual Manifest? Huge hindered effect for a long period of time because of Champion of Light?

    Just add a Star Wars Chapter with Luke, Leia, and Vader, and replace flashlights with lightsabers that can cut off the killer's arm so they cannot use weapons for the rest of the match…

    I would gladly give up the ability to see items in the pre-trial lobby if it means Lightborn can stay as is. In fact, let's trade. Hide survivors equipped items in the lobby, and fix the bug with Lightborn that somehow still lets survivors blind killers (the screen does not obscure, but the "blinded" audio sting still plays and lunges are disabled briefly).

  • fulltonon
    fulltonon Member Posts: 5,762
    edited March 29

    If somehow killer want to take a bad perk just for the sake of countering lights which pretty much never connects anyway, let them be.

  • Angelosso
    Angelosso Member Posts: 14

    I like your idea about the lobby thing going both ways, only that I usually play solo or duo and often happen to meet randoms who holds their flashlight and think that kind of ruin for us. I can also see that the combination of background player and flashbang is broken if thats what you meant. It may be a fair trade, but making it more difficult using an item instead of removing the value of it would maybe be better in my opinion.

  • Angelosso
    Angelosso Member Posts: 14

    What are your thoughts about seeing items in pre-trial lobby? Is it something that should be considered to be removed or just let it stay as it is?

  • Xernoton
    Xernoton Member Posts: 5,860

    I don't mean overpowered but literally broken. Flashbangs do not work correctly because of sound occlusion (allows survivors to drop one around a corner and blind the killer without them hearing the drop) and a bug that allows survivors to glich themselves into the killer during a pick up animation, which makes it possible to drop a flashbang on the killer's feet and get the save even when they stare at a wall. Both of these are not directly tied to flashbangs but until they are fixed, flashbangs do not work correctly either.

    If you see your team mate holding a flashlight in the lobby, then you can also hold one yourself and switch to a different item at the last second. That might bait the killer into bringing Lightborn. But when it's only 1 or 2 flashlights, then Lightborn is a pretty wasted perk.

  • Angelosso
    Angelosso Member Posts: 14

    In my lobbies as both the killer and survivor it often connects even though the killer may try to face the walls, the flashlights is a crucial item to have when it comes to saving teammates, especially randoms. Have any tips to how to save randoms if they can't loop and hooks are close to each other even thought I use offering to increase hook distance?

  • Blueberry
    Blueberry Member Posts: 13,671

    The core problem with this perk is that it tells the survivors you're running it by not allowing them a blind scoring event. To make this perk good it would need to aid the killer in handling blinds without telling the survivors immediately that you're running it. This is because as soon as the first survivor realizes he can't blind the entire team stops trying. You want them to waste time with flashlights and get punished for it. You don't want to waste an entire perk slot just so they stop using flashlights..that's a waste.

    Still let the survivor get the blind "scoring event" so they aren't immediately aware you're running it, but then have it also give the killer a haste buff for a short duration.

  • Angelosso
    Angelosso Member Posts: 14

    I've not encountered any teammates or survivors that has used flashbangs, but I fully understand that lightborn is important to have at least then. The only thing about the lobby thing that irritates me is that, I'm not the best and feel like I can only save people like 3 out of 10 times with the flashlight, otherwise I may be able to take a hit or sabotage, but it is a miracle if they are able to wiggle off. But thank you very much for answering fast, because I can now be able to understand better why it should not be changed.

  • xltechno
    xltechno Member Posts: 1,026

    Survivors can bring in a total of 16 perks, 4 items, and 8 add-ons. Killer, on the other hand, has 4 perks, 1 item (which cannot be changed), and 2 add-ons. Light Bone should be quite reasonable as an effect you can get by paying 1 perk slot after looking at the lobby. If you brought pain, pop, and UW, there would be nothing else to kill it, and the chase would be a battle of skill, and there would be no cheating.

    It is important to maintain a balance throughout the game and not judge things based on localized scenes.

  • Angelosso
    Angelosso Member Posts: 14

    I am not quite sure what you mean by localized scenes? I've not played this game a lot, but have friends and others which has commented on about the perk. Out of the others who has commented I have a better understanding that the need of lightborn is necessary to different kind of situations and not only flashlights alone.

  • Xernoton
    Xernoton Member Posts: 5,860
    edited March 30

    The frequency of flashlight saves is pretty low, that's true. But this is necessary. A killer invests quite a bit of time to get a down after all.

    If you can save people 3 out of 10 times that's already pretty good. That would imply that you could get a save multiple times per game. I don't know how much experience you have on either side but if you keep track of how long matches and chases usually take, then it becomes more clear why these things are so valuable.

    But thank you very much for answering fast, because I can now be able to understand better why it should not be changed.

    You're very welcome. Thank you for keeping an open mind.

    Good luck and see you in the fog.

  • Starrseed
    Starrseed Member Posts: 1,774

    lightborn has to stay like it is until bhvr fixes there code so i dont get blindet when i face a wall and cant even see the blinder. dbd has janky code and a flashlight is incrediblly strong since it takes away all you worked for in the chase. the second thing bhvr needs to work at is pallets and blinds since there is no counter other then lightborn to counter being blindet when you break a pallet and many pallets simply need to be broken and cant be played around.

    yes it sucks when you bring a item and maybe even perks to make some cool blind stuff and you get countered by a perk and you cant do anythin about that but survs have stuff like that to so i dont see why lightborn should be changed

  • fulltonon
    fulltonon Member Posts: 5,762
    edited March 30

    That's just bad killer, it doesn't work against any decent killers unless survivors can coordinate nicely, which doesn't happen on "bad randoms who can't loop" anyway.

    There is no way to save them or even win the game when your teammate sucks, only actual "pressure" you can give to killers are by rushing gens, this is a game like that.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,635

    Lightborne is fine as is. No change needed.

  • Rick1998
    Rick1998 Member Posts: 280

    " when using this perk it removes the whole value of an item" yeah that the entire point. Distorsion removes the whole value of aura builds . Perks counter perks and items that's how it's suppost to work. Well make it counters mangled . Hope soft counters noed . This happens all over the game but you choose this pain point in particular because it seems to affect you and your gameplay experience.

  • Angelosso
    Angelosso Member Posts: 14

    Distortion may stop aura reading and be a counter, but it doesn't remove the whole purpose of them perks, since the perk has tokens which gets used up and needs to stay within terror radius to get them tokens back up. If the killer runs two aura perks like Barbeque and chili together with Infectious Fright, it drains the distortion perk and is seen. Infectious Fright also makes the survivors scream which gives the sound location.

    The only thing countering NOED is the fact that it needs a totem to activate. First of all, if you run the perk "Detective's Hunch", you can just remove every totem on the map fast and the perk becomes useless. If the killer runs any hex perks, that becomes a huge problem for them also and at least 2 out of 4 perks becomes useless. Even if you don't remove every totem, you can find the hex pretty fast and in some situations i've been able to see the hex marked pink, and don't know why because my teammate and me did not have any aura reading perks for hex and i was the only one able to see it.

    That is why I dont have anything against Noed or Distortion for both as killer and survivor, because it doesn't remove the whole value and can be countered both ways. If the team doesn't care about totems, they may be lucky and not meet on NOED or they will and must waste time at end to rescue everyone by finding the hex. Distortion only waste time, and is still easily to find survivor with other perks that makes them scream or do easily mistakes as more frequently skill checks on generators, sound alerts when gens is at 70% or the communication perk with the crows or whatever it is called.

  • Angelosso
    Angelosso Member Posts: 14

    Even when the killer is good, if the survivors position them self correctly with a rescue build and for them who gets knocked, for example out in the open where the killer can't face any walls. It can then waste a lot of time for the killer if he proceeds to check every corner to avoid getting flashed then. Choosing different types of roles within the game is also something people considers because some people likes to loop, rescue, do gens or even just cleasning totems because they wont risk the chance of hex perks. With those different roles it is not only gen rush making them win, but wasting the killers time doing everything else.

    Also another way to save survivors is by dropping pallets on them or just sabotage hooks around. Sabotaging can be quite hard at times when there are two to four hooks nearby and makes the game, in my opinion more killer sided by the fact that sabotaging becomes useless. Of course you and the other survivors can take hits and use perks to increase wiggle progress speed or recovery, but it should be a slight more distance between hooks without the need of using offering. Don't think that i want another 15 meters distance, but like max 5 meters would be good.

  • Angelosso
    Angelosso Member Posts: 14

    Can you say anything about why it is not needed to change anything?

  • MechWarrior3
    MechWarrior3 Member Posts: 2,635

    Of course, the perk is one of the weakest in the games, if survivors can get you to equip it, it’s one less generator regression perk they have to worry about.


    1) Takes up a perk slot

    2) It’s a weak perk.

  • Angelosso
    Angelosso Member Posts: 14

    I've not been in touch with this type of code or seen it before, but understands that it can be quite irritating. The pallet thing about pallets and flashes is that it is needed to waste time other than looping. The killer can use the perk "Enduring" to counter the duration of an pallet stun, but it does not remove the whole pallets value, but only half of it which I think is a perk very good. I think that adding two kind of perks that one of them would decrese the blind of flash duration would be nice while the other perk could increase the time it takes to blind the killer.

  • Angelosso
    Angelosso Member Posts: 14

    How is it a weak perk when is removes the whole value to an item and also the flashlight perks such as "Champion of Light" and "Residual Manifest". Of course it takes up a perk slot, but that does also the perks that I mentioned and also the flashbang perk. I can see that it is not a S-tier perk, but it is strong in it's own situiations and removes so much.

  • Starrseed
    Starrseed Member Posts: 1,774

    there would still be no counter to it and from what i always hear in the forum especially from survivors is that everything needs a counter. flashlights are in my oppinion just poorly thought out from the start.

    they can be increddebly strong since they can reset the chase so they need to be kinda unrilliable but that goes away with enough training. often you get people who do nothing else then follow you around and while that ofcourse means there is one less gen being done right now its still super frustrating for the killer cause there is no real counterplay other then lightborn or loking at a wall that may or may not even is there to be looked at or that does not work cause the survivor somehow blinds me trough my skull.

    honestly i since bhvr will never do anything against unfair blind angles and they wont bring counterplay to pallet blinds lightborn should stay as it is. no one can tell me they see lightborn frequent enough so they can never play there fun blind build. and lets not even start with people who actually get sick from being blinded cause its so freaking bright and dbd wont allow us to adjust anything

  • Angelosso
    Angelosso Member Posts: 14

    The perk suggestions I made won't counter it, but make flashlight less of a time waste. Decreasing the blind duration would be huge since the survivor can create a blind chain if you not look away, adn with decreased blind they could try to chain it without knowing that you are not blind anymore giving you a free hit. Increasing the time it takes to blind the killer will make it much harder to flashlight save when they probably need to start flashing almost at the same very second you pick up the survivor, and would make the background player perk more useless since you need to position yourself exactly the same way he is gonna pick you up.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,635

    For the sake of the argument, let’s say it’s a strong perk… so what if it is? There’s nothing wrong with having a strong perk in the game.

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,043

    Lightborn is a must against Backround Player and Flashbang users, I sometimes don't even unequip it at points because you don't know if a player has it, I run it just to be safe.

    Nerfing/Reworking Lightborn will make things miserable for killers.

  • Bafugaboo
    Bafugaboo Member Posts: 406

    Nerf this perk I never heard of that is ok. When I saw discussion on being upset the killer made your light bulbs worthless I thought you were talking about the pentacle of perks, Franklins. They cannot blind you if they have nothing to do it with.