List of Lights Out Changes

Lantern Changes

  • Only one lucky survivor (the obsession) starts with a lantern. The rest must be found from chests.
  • When a survivor enters the dying state holding a lantern, it shatters.
  • Killers can destroy lanterns when they are set on the ground.
  • Lanterns do not grant Windows of Opportunity, but merely grant extra visibility as they do now.
  • Using the lantern also shows you the auras of your teammates.
  • Completing a generator with a lantern on top of it breaks that lantern. However, the killer cannot see the auras of generators, be given killer instinct, or see scratch marks, and has reduced visibility for a minute. Survivors will also see the aura of the killer for 15 seconds, unless that killer has Undetectable.
  • Whenever a killer destroys a lantern by any means, reveals the auras of all survivors within 24 meters for 10 seconds.

Generators

  • Repair speeds are back to default.
  • No more 5% "head start".

Survivor Changes

  • The HUD doesn't show when survivors are in chase.
  • Default brightness and visibility distance is reduced.
  • Survivors leave scratch marks with 50% duration.
  • Survivors pain sounds are increased by 20% (or just fix your audio!).

Killer Changes

  • Brightness and visibility distance are increased.
  • Certain specific killers get additional tweaks.
  • Anti-camp initial grace period extended by 3 seconds.
  • Anti-camp distance decreased closer to normal levels.

Totems

  • Cleansing totems actually does something! With 5 dull totems up, the killer has Undetectable.
  • 1 totem cleansed: Undetectable is removed, but the killer still has no terror radius and no lullaby.
  • 2 totems cleansed: Killer has 50% lullaby radius.
  • 3 totems cleansed: Killer has 65% lullaby radius and 30% terror radius.
  • 4 totems cleansed: Killer has 80% lullaby radius and 50% terror radius.
  • 5 totems cleansed: Killer has 100% lullaby radius and 75% terror radius.

Specific Killer Balancing

  • Leatherface's chainsaw charge time is +30% for each uncleansed totem.
  • Wraith: all around basekit movement/break/uncloak speed buffs.
  • Legion: only receives killer instinct when within 24 meters of survivors.
  • Dredge: Nightfall darkness drastically toned down to account for the already dark atmosphere. Instead, during nightfall, make the Dredge's ambient sounds quieter or completely silent.
  • Pig: survivors cannot see auras of jigsaw boxes unless their trap timer is active (ruleset #2)
  • Ghoul: reduce range of auto aim bite to match visibility distance.
  • Meyers: stalk range reduced to match visibility range. Amount of stalk needed to enter Evil Incarnate mode increased by 100%.
  • Trapper: poor guy. Until you actually make this killer viable with more sweeping changes, at least improve the visibility of his own trap auras in this mode.
  • Onryo: survivors really need to be able to carry both a tape and a lantern in this mode.
  • Doctor: no illusory doctor hallucinations to rat out survivor positions.
  • Other killers may need some adjustments, but I haven't had enough time to think about them or play with or against them.

Comments

  • Not a huge fan of these changes tbh, it made it easier for killers again but now killers can also get preran against so it kinda ruins the scare factor imo.

  • @pidgeon said:

    Not a huge fan of these changes tbh, it made it easier for killers again but now killers can also get preran against so it kinda ruins the scare factor imo.

    My goal with these ideas was to make totem cleansing actually a useful thing to do. Gives you points, and a side objective that slows the game down a little. And also, the jumpscare factor where killers round a corner and get a free hit or grab gets a bit old after a while. Especially when they then immediately lose track of that survivor and are back at square one again.

    My experience is that even if you hear a terror radius, you still don't necessarily know which direction the killer is coming from, unless they just hooked or downed someone. Just hearing the terror radius and knowing the killer is nearby but not where can add dread and excitement to the game, not to mention depth, that a completely undetectable jumpscare grab cannot.