Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
that's all you need actually.
Same with toolboxes really, if I see 2 toolboxes or more I assume it's sabo squad and I bring either infectious fright or agitation to my kit.
However, there is something I want to say. *pulls out soapbox*
Ever notice all those "funny" killer stun compilation videos rarely show you how the match ended? There's a reason for that. Survivors can't escape unless they complete gens and open the gates. Four survivors dancing around you with flashlights and flashbangs are not completing gens, and they are not going to open the gates, so as long as you are still landing hits and hooks, you are pulling ahead of them, even if it doesn't feel like it. So whether you use Lightborn, Franklin's, or no counter, just keep calm, don't get frustrated, and remember gen progress vs. survivor health determines how the match is going, not how many hits they landed with Head On.
or
2. slugging is your friend, even if you dont want to 4 man slug, try to make them waste ressources ( pallets) and keep them injured. at some point they will make a mistake or dont have a pallet anymore nearby so you can down multible survs in a short amount of time. if that happens they have to eather pick up or try to FL-save.
example: you slug the first 2 and the third downed surv gets picked up
I don’t think the issue is with the item itself (though Flashbangs can feel way more unfair since they require less timing and positioning once you’ve learned the flashbang timing).
BHVR has definitely made flashlights easier to use (the window for timing might be too big now), but overall, I only see flashlights as a real problem when they’re combined with other things. And that’s an issue BHVR has across the board—not just with flashlights. They feel the need to constantly add new perks, half-baked "balance changes," and new perk/item or perk/add-on combinations that can be pretty busted. This problem exists on both the killer and survivor sides.
Personally, I think certain perks just shouldn’t be allowed to pair with others. And some things still need a complete rework because killers can’t counter them (like gen grabs into flashlight saves or locker jumps into flashbang saves). If BHVR fixed all those things that killers literally can’t counter because they’re stuck in an animation (aside from basic open-field downs—slugging is a legit counter), I’d even be on board with them reworking Lightborn.
I don’t love how Lightborn completely counters flashlights 100%. Maybe tighten the window for flashlight saves a bit, and as a trade-off, give survivors an exposed effect for 30 seconds or something. That would keep things interesting, make it high-risk, high-reward, and maybe counter people who just mindlessly flashlight spam around the killer, wasting time for their team more than they’re actually helping.
Just my two cents on the topic. For anyone thinking this sounds biased, I play both sides. I know how good flashlight players can mess you up as a killer. But honestly, I often win matches because people waste time trying flashy plays. It depends. I’d rather deal with flashlight plays as a killer than survivors just going, “Oh, Lightborn? Gen rush and leave.”
That said, gen speeds as a killer bother me more than flashlights. But as a survivor, I don’t mind getting hardcore slugged, camped, or tunneled either—it’s part of the game.
Kinda, but not always. I’ve had plenty of situations where the killer doesn’t see what’s coming—especially with Background Player, which makes it happen way more often. For me, it doesn’t really matter with most killers if they hit me and I get injured (depends on the surroundings, though). I’ll still stay there and go for it.
If the person is down in the open… well, ... killer, you can try to look away, but background Player kicks in, I get out, and sometimes I still manage to get the save (or my teammate is on the other side to make a play). It’s often very high-risk, but there are definitely enough situations where the killer can’t do much except slug. If they try to chase me down, my teammate is usually right there for a quick pickup, and the downed person gets back up.
Once you’ve got two flashlight players on-site (and two people are often enough), the killer usually doesn’t have many options other than slugging. (Again, depends on the killer they’re playing.)
But still.. That said, this kind of flashy stuff often turns into a mess. And in terms of pure match efficiency, it’s honestly way better and more effective in 80% of cases for the whole team to just laser-focus on generators and rush them like there’s no tomorrow. In my point of view .: Flashlight stuff is a fun part of the game, but if it’s purely about winning, a full-on gen rush is way more efficient, annoying, and honestly more boring. (And if you happen to have a flashlight with you, maybe you’ll get lucky, and the person in chase goes down nearby). ... But if you look at it from an efficiency standpoint, a medkit—especially with a fast heal or an insta-heal—is often way more broken and stronger as a tool to bring compared to a flashlight.
flashbangs are there too.
also, premade survs tend to get downed in a vast area without wall, so you can't just pick up facing the wall or else.