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Killers should build immunity to flashlights over time

justadreampallet
justadreampallet Member Posts: 187
edited January 3 in Feedback and Suggestions

I, just like many killers have faced the blind bully squad many times.

It is one of the worst feelings in this game to finally get that down that you spent a minute getting then someone shows up and throws a flashbang and you loose it all.

But that is a part of the game and even though I don’t like it, it’s healthy and fun for a survivor to pull off. But it changes when you are blinded half the match by a 4 man with the best addons so you can’t land a hit.

My idea on how to fix that is by giving killers blindness immunity buildup after every stun. The normal survivor team won’t notice it if they blind the killer once in a while during the occasional pallet stun or the lucky pickup. But the survivors who go for it constantly will find their blinds not lasting as long, the blind screen becoming more transparent, and eventually getting free lightborn.

It should build slowly cause we don’t want to give free lightborn because survivors are playing the game the way the devs intended. But it should build fast enough for killers to be able to counter blind squads.

I’m not giving numbers cause I am not a dev nor am I very good at the game (1-2k average when im chilling.)

Answers

  • CursedPerson
    CursedPerson Member Posts: 232

    I mean I wouldnt be against a tenacity of somesort but how do you implement it without becoming problematic. Does it stack with enduring, spirit fury, hubris? meaning not even pallet stuns and flashlight saves aren't safe anymore?

  • justadreampallet
    justadreampallet Member Posts: 187

    Having it be more of an aid then anything would be the goal. I’d say having the stun duration be unstackable so if you have it at 20% enduring would still only go 50% due to it being higher then the stun duration.

    As for the other it would only work on blinds so pallet duration would stay the same. It’s there to prevent serial blinding but not to be used to nerf the average survivor. It should be like the gen kick rework where it won’t show up unless the thing it’s meant to stop occurs.

  • CursedPerson
    CursedPerson Member Posts: 232
    edited January 3

    I dont think they should reduce the stun duration but i could support a blindness duration reduction. Something like 10% reduction each time you are blinded to a max of 50% at most but probably something like 30-40% to see how it starts. Though a free lightborne wouldnt be that bad for the game considering you would need to be blinded 10x for it to take effect

  • Emeal
    Emeal Member Posts: 5,381

    I don't find flashlight squads to be a big problem, you can hear and predict them, but I have loads of experience with it.

    You just got to not let it get to you, and see it as a chance to learn to be better at it.

    Sure limited vision sucks… but don't forget your other senses.

  • Memesis
    Memesis Member Posts: 219

    Id greatly prefer a repair speed nerf to toolboxes before we touch flashlights. If anything flashlights need a buff, like a secondary effect.

    In fact I'll just add this here. I think flashlights should be buffed to like 30 seconds of use. Actively blinding a killer should apply an overwhelming presence type efficiency debuff to make the flashlight work like the current version.

    The secondary effect should be something like a combined map and some aura perks. Using the flashlight will light auras of pallets, generators, and teammates a certain distance in front of you including through walls. Something like that for some added utility. Obviously number here can be balanced appropriately

  • justadreampallet
    justadreampallet Member Posts: 187

    yes but if you have 3-4 people they can use duration extenders and blind speed add ons to make it so they can have you locked for a good 20 or so seconds. Flashlights as an item aren’t the problem it’s the fact that survivors can have 4. I’m just proposing a buff to killers can’t be chainblinded for too long.

  • Oputeeva
    Oputeeva Member Posts: 205

    Then killer addons/perks should also be nerfed since all of you just run gen perks all the time every match!!

  • Oputeeva
    Oputeeva Member Posts: 205

    You killer have tons of anti-loop stuff I don't see any problem with a flashy squad

  • justadreampallet
    justadreampallet Member Posts: 187

    If the killer is stunned for 15-20+ seconds without anything to do about it and you respond with “killers have antiloop” it is basically saying survivors don’t need anti slug because they can gen rush.

    The game is meant to be fun so giving small buffs that won’t effect the average player to help when the rare person comes up isn’t a problem.


    reducing the ability to blind the killer after x amount of blinds in x amount of time is a good idea.

    And I don’t know if you are going to say something about how slugging is more prevalent then blind squads but I also agree that slugging needs to be addressed I just don’t have a solution.

  • LockerLurk
    LockerLurk Member Posts: 97
    edited January 7

    I don't see why it's still possible in 2025 to stun the Kille,r then blind them the second they come out of the animation. What purpose does doing that really serve except to annoy the player? It should have some form of cooldown between stuns and blinds as an immunity meter, say about 5 seconds after coming from the animation?

    Stun and blind immunity for a limited time after the Killer has been hit by a stun or blind once just to prevent these chain stun-blind or chain blind scenarios would be fair, because there is never a situation you ever, ever need to blind then blind again, or stun into a blind. There simply isn't a good tactical reason this is in the game, I cannot think of one thing you can do with two blinds or stuns that you can't do with just one.

  • Gandor
    Gandor Member Posts: 4,271

    I will give you one. As survivor uou run killer around pallet and you manage to stun him - so you blind him. The killer does not want to waste the time chasing while blind, so he decides to break the pallet. Now as a survivor the most logical think you can do is get turn back and chain blind the killer to actually get more distance and force the killer to actually address being blind.

    Sure, any additional blinds after that are just excessive, but apart from very rare occasions (killer somehow running into next pallet or survivor using headon on killer) - any additional chain blind is direct mistake of a killer (not looking up/down), that is very easy to circumvent.

    Overall I think that OP's suggestion makes sense. Creating temporary blind resistance (say 33% stackable blind duration after 2nd blind which lasts say 60s (no refreshing, but each blind case retains it's own cooldown)) should basically cover all the cases of bully squads while basically not changing anything for regular gameplay (except some rare cases).

  • UknownShredder
    UknownShredder Member Posts: 43

    When you learn how to play you seldomly get blinded.

  • justadreampallet
    justadreampallet Member Posts: 187

    I know how to play while blinded and I applaud the survivor for pulling off a good blind. I’m talking about chain blinding like 3-6 times back to back. Playing the game without being able to see the game is surprisingly hard dont’cha know. I’m not calling for flashlight nerfs, just a slow build for immunity so survivors can still blind but not to the point where it becomes a problem

  • LockerLurk
    LockerLurk Member Posts: 97

    But please explain why you cannot o that with one, or even two, spaced out blinds? Why should a chase last an eternity to the point a Killer cannot catch you, do you think being blinded when coming out of the stun animation is fun for that player? You already have perks that give a haste boost, perks that blind the Killer to Auras, and other perks that waste time. Do we really need this mechanic still? No.

    What if the Killer has sensitivity to these blinds? Why on earth do chain blinds need to exist outside of a chase at all? I have never seen the need. I agree tem blind resistance is probably best for this sort of issue though, and agree with you on that much.

  • Gandor
    Gandor Member Posts: 4,271
    edited 6:58AM

    do you think it's fun to have an item that does nothing? Why take flashlight when you nerf it to the point of total obscurity? Killers already have an edge over survivors (60% average kill rate) so why would you want to make survivor items even that more useless? It's not fun for survivors to have nothing meaningful in a game and being just a toy for killer's fun without any real options.

    See? Not very productive discussion. You asked for legitimate case where chain blind just makes sense. Instead of acknowledging it, you started to rant. Both sides can go into rant, but it's just not productive.

    My case still stands and "spaced out blinds" requirement would mean, that the flashlight is not a tool that forces killer to chase blinded, but a tool that forces him to kick the pallet (or actually chase by sounds/by memory) and nothing more (because whole blind duration is used for kick time and your suggestion would make killer immune to get another blind) - making flashlights basically fully useless if we don't actually count flashy saves.

    Given that the item is already quite bad compared to toolbox or medkit (but it's fun so it's used in contrast to maps/keys), I don't see a reason to artificially make the item even that worse.

    But as I said previously - I don't know of any legitimate case where 3x blind in a row is reasonable except bully squads (with headon, decisive strike, etc) or just killer being very new to the game (does not know to look up) or some very obscure random happenings (killer getting flashbanged around the corner, running into pallet while blind and then getting blinded 3rd time during kick animation) - so I am fully OK with killers getting some immunity after 2nd blind in a row.

  • vol4r
    vol4r Member Posts: 306

    Look down or up for chain blinds, problem solved.

  • justadreampallet
    justadreampallet Member Posts: 187

    This doesn’t fix it, it just mitigates the effect. You still can’t see where the survivor is, you can’t see what’s ahead of you, and you have to rely entirely on your muscle memory to navigate. The only real difference is that you can choose when to end it and you get to look at your toes

  • Gandor
    Gandor Member Posts: 4,271

    This actually fixes the problem, because

    a, flashes are not instant, so you can check environment for 0.5s and then look away for 0.5s. That's enough to navigate. The only problem is, if you look straight at enemy while blinded (because then you get instablind).

    b, in order to use flashlight, survivor can't run (just walk). So he's loosing distance. If he's not getting full blind out of it, then it's totally killer's win and free gap close.

    The only part where killer can't defend himself is, when he's in stun lockout. Which can't really happen repeatedly outside of bully squads (and even then if the killer is good, he will come on top even if survivors are also good - but it's 100% true, that this is nuisance and "plays against intended way").

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 252

    Actually, I endorse this along with stun reductions. Blinding and stunning should start very strong but as the game progresses the entity keeps making the killer stronger to the point where Survivors have to flee. That being said if your going to do this give Survivors abilties to get out of slugging as well.

  • buggybug
    buggybug Member Posts: 548
    edited 7:50PM

    Lightborn or Franklin's