Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

How many Flashlight addons do we need?

SoGo
SoGo Member Posts: 4,513

So, the flashlights currently have 13 addons, not counting the Halloween Bulb.

And, out of all the items, the Flashlight addons are the least varied by a mile.

4 addons only increase blind duration (brightness is almost meaningless so it does not count)

4 addons increase the charge amount

2 addons increase the accuracy (mostly useless as far as I'm informed?)

So, realistically, could we reduce the number of addons to, say, 7 or 8 with no issues? Because I think we could.

Comments

  • This content has been removed.
  • Langweilig
    Langweilig Member Posts: 3,225

    From the current addons we only need two charge addons (in case you run out of one) and one range addon with its effects. The others could be reworked into something more interesting.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,973

    Flashlights are the perfect example for useless Item Add Ons, since their Add Ons got nerfed years ago and then were never touched. Realistically, you only need the Batteries and the Low Amp Filament, the rest is barely doing anything or straight up nothing (e.g. accuracy).

    And this also extends to Flashlights itself. There is 0 need to have 3 Flashlights which are roughly the same. And furthermore this extends to Add Ons and Items of other categories. The Devs should reduce the number of items to 1 of a kind and the number of Add Ons to 8 or so for each Item. And the rest should be combined into those 8 Add Ons or straight up removed.

    Because there is just too much Bloodweb Clutter.

    And obviously remove Fog Vials.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,244

    I'd love like a charge flash camera, that requires you to charge and flash like a flashbang. More unique items, or a flare gun. DBD needs more item variety honestly.

  • brewingtea
    brewingtea Member Posts: 775

    It's a shame that medkits are so superior to every other item choice.

    Toolboxes are a distant second, maybe a close one if you have a BNP and can hit the skillcheck. Otherwise, you get a few extra seconds on a gen (omg wow) or sabotage, but I can't recall the last time I had someone sabo a hook against me and I didn't just go to a different hook.

    Flashlights can be good IF you're in a coordinated swf, but everything else is just garbo.

    "Let me see gens for 3s, oh it's gone and now I have no more charges."

    "Let me see the killer or a teammate for 3s, oh it's gone and now I have no more charges."

    Not exactly game changing

  • SkeletonDance
    SkeletonDance Member Posts: 603

    Leave the strongest addons like Long Life Battery, but reduce it's rarity to uncommon for example and remove the rest of baterries since it's effect it's basically the same, but with shorter duration. This is what I would like to see for survivor addons

  • SoGo
    SoGo Member Posts: 4,513

    Yeah.

    I don't even think Flashlights are the worst offenders item wise.

    That would be Maps, Medkits and Fog Vials, which are the same item copied 3-4 times with one or two stats improved.

  • SoGo
    SoGo Member Posts: 4,513

    Maps have the issue of being worthless after 100 hours of play. WOO is better for windows/pallets. The new perk from Eleven is the best for totem hunting. Deja Vu is the best for gens and it is free. And that can only be fixed with some new functions.

    Keys are a bit better thanks to chest build synergy, but still kind of lacking.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,973

    Exactly and IMO Medkits are the worst when it comes to variety. Back in the day we had the brown Medkit which just had charges for one heal and was very basic, then the yellow one with a bit more charges, the green one which had faster healing but only charges for one heal and the purple one which had the same healing speed as brown and yellow, but charges for two heals.

    Those were good Medkits, because there was variety. New Medkits are all the same, just 5% faster altruistic healing per rarity. And you dont need stuff like that, one Medkit would be enough.