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Aesir

Aesir

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Aesir
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  • @random1543 said:

    The main issue I think is that lightborn has no luck of the draw aspect when it comes to it.

    Majority of users only equip the perk when the see flashlights in the lobby.

    I think hiding lobby information from the killer so lightborn cannot just be quick switched because flashlights are seen in the lobby. it has to be a active decision to use lightborn even tho they may be no beemers.

    I think that would make it much more fair to the survivors, while letting people keep the perk as is which seems to be a popular sentiment from replies I got in my own thread about changing lightborn to token based.

    @random1543 said:

    The main issue I think is that lightborn has no luck of the draw aspect when it comes to it.

    Majority of users only equip the perk when the see flashlights in the lobby.

    I think hiding lobby information from the killer so lightborn cannot just be quick switched because flashlights are seen in the lobby. it has to be a active decision to use lightborn even tho they may be no beemers.

    I think that would make it much more fair to the survivors, while letting people keep the perk as is which seems to be a popular sentiment from replies I got in my own thread about changing lightborn to token based.

    I enter every lobby with a toolbox or medkit, and right before the final 5-second countdown starts, when there is no longer any possibility of changing your loadout, I switch to the flashlight I prepared beforehand with its add-ons and start the match.

    In fact, if I see someone else bringing a flashlight in the lobby, I simply dodge that lobby altogether. But as I said, the people using Lightborn aren't necessarily equipping it based on how many flashlights they see in the lobby in the first place. That's why I don't think hiding survivor item information from the killer would actually change anything.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108772#Comment_4108772

    Flashlights are pretty unfun to play against for newer or casual players that may not know to face a wall, or to not Insta pick. Again some people have sensitivity to lights, as my brother cannot play without certain accessibility settings that make flashbangs in games completely dark or non existent (ex. Lightborn or the screen going black instead of white.)

    Speaking of epilepsy issues. To any dev reading I'm like 80% sure the doctor still has his vfx bugged where it can trigger seizures.

    The game already clearly states on the initial loading screen that it may trigger epileptic seizures. If someone with epilepsy chooses to play the game despite reading that warning, and is willing to gamble with their own health, then that's their responsibility.

  • @HoodedWildKard said:

    As someone who equally plays killer and survivor, I'd rather not see them gut lightborn.

    As killer I don't tend to use it myself, (although ngl if I see 3+ flashlights in a lobby I will consider switching it in), because flashlights are easy enough to counter through normal play.

    As killer flashlight saves are phenomenally frustrating, and I think lightborn has it's place for helping new to middling killer players have a way to stop bully squads having an easy time messing with them. When I do use it I alsonreally appreciate the ability to fake that I'm trying to avoid flashlights to reel players in for attempted saves to waste their time and get free hits.

    I get that it totally locks out the use of flashlights, but they are a fairly minor mechanic. Plus I honestly don't see that many killers using lightborn, if it was an autopick with extensive usage I'd maybe want it looked at. Usually the people I see get aggravated about lightborn usage are people who literally only want to use flashlights. As survivor I couldn't care less about lightborn, if I'm running a torch and the killer has lightborn then I just switch tactics.

    There are other ways to get saves, pallet saves if you're team is coordinated, bodyblocking and sabo plays are another visble way to save. And saves aren't even a necessary mechnic, tbh in a lot of my games, survs trying to go for saves more often end up causing a snowball and end up with multiple players on hook and others injured.

    It is at the end of the day a crutch perk, and an important one for the newer killer players who've left the baby mmr nursery and start hitting real coordinated high hour swfs. But also a bit of a waste of a perk slot if no one brings a torch or they simply switch tactics once they realise it's in play. For sure it's a strong perk against the right teams and if used smartly, but it has it's place in the game.

    When playing solo queue, we all know that even sabotaging one hook and taking a protection hit from the killer doesn't prevent the killer from reaching the next hook, even if they aren't using Iron Grasp, lmao.

    I also agree that Lightborn is a good perk for people who are new to playing killer. But as I said, why not give it an exhaustion-style cooldown mechanic, like the ones used by perks such as Decisive Strike or Dead Hard?

    You could even give the three tiers of the perk different cooldowns: 60, 50, and 40 seconds respectively. On top of that, the visual effect of Lightborn could be changed so that the flashlight beam doesn't remain completely stable when Lightborn is active. Instead, the beam could become thinner, as if the killer is actually being blinded, and then "Lightborn" could appear on the right side of the screen.

    This way, the perk could still be an extremely strong anti-flashlight perk. However, it would give me an opportunity to attempt a second flashlight save in 40–50 seconds.

    From my perspective, that would be a much fairer perk design.

  • @pidgeon said:

    I think light born is healthy, as survivor it does suck to lose your item but it is really funny saying "I got it this time" to your swf after supposedly missing your fourth flashbang in a row. As killer it helps people who are sensitive to light, or just new players in general not wanting to get bullied by the aforementioned 3-4man swf.

    I personally don't mind, it allows for funny moments on both sides. Plus it makes the game harder for killers, as after the first missed save that survivor that usually follows chase for 5 minutes is instead now on gens the whole time.

    Also if you are leaving your matches because of lightborn I hate to say this, but you obviously do not like the game and should play something else.

    Disliking a specific perk design in a game doesn't mean I don't like the game. My question is this: over the years, other killer or survivor perks that created similar situations have been nerfed and reworked multiple times, with changes specifically aimed at reducing how frequently or effectively those perks are used. So why has this never happened with Lightborn? Why has this issue remained untouched since the perk was introduced, and why does it seem like the development team acts as if this particular problem doesn't exist? That's my question.