http://dbd.game/killswitch
Bring back special Flashlight interactions
IMO the removal of special flashlight interactions (lightburn, hag traps being removed by flashlights, etc) makes the game worse. When those mechanics existed there was a legitimate reason to bring a flashlight, because there were mechanical interactions between killer powers and the item you chose to bring.
The fewer of those there are, the more flashlights and flashbangs are relegated to being just a toy for bully squads and nothing else. It reduces the overall complexity and depth of the game. Since we're apparently moving away from the anti-camp, anti-tunnel, etc. mechanics intended to give beginner players an opportunity to play the game casually, in favor of telling them to treat it like a competitive esport and learn the full mechanics right from the get-go, it makes little sense to then dumb down and eliminate mechanics.
Comments
-
This content has been removed.
-
While it was neat to have these interactions, it made the strength of these killers inconsistent and at times just awful to play, especially for Hag and Wraith.
If they were to add these back, Id make it so a special flashlight (Lets call it the Spectral Flashlight) would spawn in the basement chest and thats the only thing that can cause light burn. A global warning would play once a Survivor picks it up, and an icon will show up on the UI so they can see who holds it. If the survivor who holds it is downed and on 2nd hook, they can be moried.
This makes it much easier to balance since now there's a guaranteed way every game for lightburn to be a threat. A nice little bonus as well is this would be the first power related to the basement, which cant possibly benefit from camping.
1 -
I mean, should we then rework killers that have a consistent source of broken or insta-down, since they make medkits inconsistent by means of preventing their use or making the heals they provide easy to bypass? Should we rework perks like Decisive Strike so they no longer work as anti-tunnel, because they make certain killer strategies inconsistent? Where do we draw the line for what is allowed to be inconsistent?
2 -
They reworked how flashlights work. There's a 1/4 second grace period for the timing of a flashlight blind, but there's also about a 1/2 second cooldown on using the flashlight so you can't spam click it
3 -
ehhh gwtting lightburned out of my power and eating a stun when i'm wraith isn't fun
1 -
Oh no, the scroll wheel hag with rusty shackles and 4 slowdown (who loaded in with the intent to be as punishing as possible) might be slightly countered by a flashlight!! Someone book the world's smallest violin player!
The spectral flashlight is not a good idea. We don't need information to counterplay counterplay. Being able to be mori'd because of a flashlight is ridiculous.
Keep in mind that survivors CANNOT SEE THE UPCOMING KILLER IN THE PREGAME LOBBY. People can't run a flashlight to counter a killer if they don't even know the upcoming killer.
Running a flashlight is also practically useless, even before the removal of the flashlight interactions, because there are walls almost everywhere, and all the killer has to do to counter a flashlight is to just shove their face into a wall, or 180 degree flick away from the flashlight survivor after fake chasing them to pick up. So even if we assume people ran flashlights with the sole intent to blind at pallets and to counter specific killers, the flashlight ends up being useless in almost 90% of games. The flashlight only mattered against nurse blinks, wraith lightburn, hag traps, spirit husk, and artist crows.
So basically all this noise and removal because wraith's design is stuck in 2016, and killers don't like it when they get the short end of the stick when the asymmetrical game decides to be asymmetrical but not in their favor.
Keep in mind too that a flashlight means no toolbox, medkit, key, fog vial, map, firecracker. People that complain about gens flying should be happy to see flashlights over toolboxes or medkits.
1 -
The difference is obvious, flashlights gained an entire functionality purely from the killer in play. Maps had the same issue when they were able to track traps.
-2 -
0
-
…why does the forum double post when you accidentally click the post button a second time? there should be a grace period.
1 -
Something that I forgot to mention in the main post, is that having these power interactions leaves BHVR open to then buff the killers in other ways, moving them away from the boring M1 looping meta and giving them more options for counterplay on either side at different types of tiles.
1 -
Almost like the Spectral Flashlight allows for this as it opens up that form of counterplay
hmmmm....
0 -
The flashlight mechanics were honestly not healthy as killer counterplay shouldn’t be tied to an item.
Wraith’s lightburn mechanic was completely unnecessary and only made him worse as a killer that already wasn’t top tier.
Hag’s lightburn mechanic was somewhat necessary as counterplay which is why it was added with the trap wipe.
I liked nurse’s lightburn mechanic as you could completely deny tunnel outs with it, but it shouldn’t be tied to an item and I don’t see how you could implement it without one.
0 -
Why don't we just bring lightburn mechanics back in 2v8 since now a torchbearer class exists.
1 -
This content has been removed.
-
This is fine.
Hag is already the least played an objectively the weakest killer of the bunch. Survivors don't need to be able to hard counter her kit with one clicky boy.0 -
it never was it was only fun to players who were abusing it lol
2 -
I honestly wouldnt mind this but there would have to be some sort of immunity afterwards. Having 4 Torchbearers follow Philip with no cooldown on burning em would be brutal
0 -
Idk wraith is very strong with how short his uncloak speed is maybe a 30 second burn immunity at most after getting burned
0