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Flashlight/add-ons need a slight buff.

Maelstrom10
Maelstrom10 Member Posts: 1,922

And no I'm not talking about the time to blind being adjusted back to before, where the time to stun the killer was super fast. Instead I'm talking altering the actual blindness effects and duration etc.

The reason I propose this change as personally I find a medkit or toolbox far more useful then a flashlight these days. Hell even medkits are more useful in a chase with speed add-ons being able to stand at pallets (botany knowledge helps for this) or even just insta heals.

I'm talking things like the odd bulb need to be adjusted to make the flashlight feel like you have an ultra rare on it. At the moment I feel the time to blind is pretty perfectly balanced, but due to the way the nerf was received the odd bulb no longer feels... Impactful.

Therefore I feel it should be the only add-on in the game to speed up blind-stun speed, by about 0.2-0.3 of a second. Or as another more probable change, have it decrease scratch mark visability on a successful blind.

Along with that the lens add-ons should help to increase the range a bit more, in order to help flashlight follow up saves.

And finally in addition the normal bulb add-ons (non odd bulb) should gain a boost in speed to blind time, but have a slight nerf to the time blinded. Or have for example the power bulb boosted in blind duration, but loses blind speed with the halogen increasing blind rate incredibly to "insta blind levels" (with the stun time of 2.3s staying the same) with the duration being halved etc.


Tldr: I believe flashlights should be tweaked to have their add-ons feel worthwhile again. Not necessarily made more powerful or buffed by any sense of the word, but so that add-ons besides the battery's and low amp filament get used. Blind times and duration can deffinately be played around with, and the odd bulb should be the only thing straight "buffed" whether that's to decrease scratch mark visability, or an actual decrease in blind stun time

Comments

  • ABannedCat
    ABannedCat Member Posts: 2,529

    Flashlight got a massive buff, when the developers nerfed sounds. No reason to complain.

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    That wasn't exactly an intentional nerf such as a tweak. plus there fixing most of the bugged sounds in the next update when ghostface is added. i've been able to hear far easier in the ptb especially on the game, that map has the most noticeable tweaks.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    I agree the add-ons need a rework. Everything but batteries, filament, and the white/green bulbs are worthless.

    Flashlights themselves I think are in a good spot. If anything I would say increase the base charges to 10s on the yellow/green flashlights and 12s on the purples. Maybe also add other effects, like how flashlights can be used to disarm Hag traps or lightburn the Wraith. We need more stuff like that to add some utility to flashlights. It doesn't have to be anti-killer either, maybe a flashlight could reveal a totem aura if you shine the light on it or something.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,188

    They can get a buff when I'm not being blinded when they shine it in my ear.

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    Oooh i really like the utility idea. though im unsure how you'd reveal the totem aura and how useful that would be.

    but yeah extra utility and use for the rest of the addons is exactly what i want, and if were talking utility, maybe a flashlight addon that burns totems, ie you flash the light at the totem and it will destroy it easier, whilst giving no notification to the killer (if running toth)

    im not too sure, but i really like the idea of utility addons, sort of how all items except flashlights have a dual use (medkits healing other players and self, toolboxes saboing key auras vs opening hatches, and maps revealing objectives vs location if using addons)

  • Tsulan
    Tsulan Member Posts: 15,093

    That's weird, during the event I had 2-3 Flashlights per match. Which managed to blind me countless times.

    Maybe they don't need a buff...

  • JESUS_CHRIST
    JESUS_CHRIST Member Posts: 313

    I think the entire percentage of 3 and 4 man SWF teams showed up in my games today. I've had several games with 2 carrying flashlights and they can for sure still get you if they understand the timing. A little more than half the time they got me and the other half of the time I got my head up in the air right in the nick of time. Still wasting time before I can see again, having to maneuver around pallets and lockers so I don't catch another Head On, and then getting body blocked while trying to make it to hooks in time. Luckily the flashlight teams are usually way too altruistic from my experience to the point that I have to punish them and can make up for the drops. Combine that with sabos and it can be a nightmare but there wasn't too much of that today.

  • NMCKE
    NMCKE Member Posts: 8,242

    Flashlights themselves are good, but their add-ons are just pitiful (besides the batteries, just my opinion). Before the update to blinding times, add-ons would blind the killer faster. I wished we can have that back, BUT without the insta-blind nonsense.