Dead by Daylight

Dead by Daylight

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Why is everyone saying lightborne is bad?
I tried it on 2 matches and its absolute amazing. You can pretend you werent blinded and catch survivors offguard. When you get blinded by gens it instantly shows you the culprit whos usually hiding nearby.

It makes survivors waste precious time by trying to save their mates, often getting themself injured.

Why is it bad again?
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Showing 1-15 of 45 comments
It's not bad. It's just not necessary if you've played this game a lot. If you play a lot, you accumulate a LOT of game sense that covers all that. It's wasting a perk slot cos you can just look down or pick up against a wall or bait pick ups etc.
Originally posted by ໂ‧͡‧̫ໃ:
It's not bad. It's just not necessary if you've played this game a lot. If you play a lot, you accumulate a LOT of game sense that covers all that. It's wasting a perk slot cos you can just look down or pick up against a wall or bait pick ups etc.
There are ways to force a blind if a survivor runs into a locker. Although it might not be necessary, I think it's worth bringing if you see enough survivors with flashlights.
Bright May 20 @ 5:26pm 
It's never been bad, you play the way you want.
I use to run legion with lightborn, and no other perks..I had a blast.
Tracker May 20 @ 5:27pm 
It prevents being blinded by flashlights, flash grenades and blast mines. Experienced killers will say it is a waste of a perk slot because the few seconds of blindness isn't that big of a deal or you can avoid it. The aura read from it is worth it alone though and it can totally shut down a fair bit of toxic teams.
Originally posted by Artemis.YT:
Originally posted by ໂ‧͡‧̫ໃ:
It's not bad. It's just not necessary if you've played this game a lot. If you play a lot, you accumulate a LOT of game sense that covers all that. It's wasting a perk slot cos you can just look down or pick up against a wall or bait pick ups etc.
There are ways to force a blind if a survivor runs into a locker. Although it might not be necessary, I think it's worth bringing if you see enough survivors with flashlights.

Sure, but most of the problematic ones have been patched. Outside of that, you should predict if someone is jumping in for specific locker saves, which with experience you'd already know to do. If you find yourself in a situation like that it's better to slug if you're finding it annoying than bringing a whole perk.
Lazaruz May 20 @ 5:48pm 
Originally posted by Tracker:
It prevents being blinded by flashlights, flash grenades and blast mines. Experienced killers will say it is a waste of a perk slot because the few seconds of blindness isn't that big of a deal or you can avoid it. The aura read from it is worth it alone though and it can totally shut down a fair bit of toxic teams.

Pretty much this ^

It's the primary reason I take it as a personal rule of thumb if I see people STARTING with 2 or more flashlights, because in my experience those people tend to be extremely toxic with them, or otherwise learned to the point where unless you're straight up facing a wall when picking people up someone will figuratively pop out of litteral nowhere and blind you. every. single. time.

Which isnt to say how they can extend loops by comitting into breaking the pallet and once you're locked in, give you a rapid blind and GTFO
Last edited by Lazaruz; May 20 @ 5:50pm
Witch ~ May 20 @ 5:52pm 
Originally posted by ໂ‧͡‧̫ໃ:
It's not bad. It's just not necessary if you've played this game a lot. If you play a lot, you accumulate a LOT of game sense that covers all that. It's wasting a perk slot cos you can just look down or pick up against a wall or bait pick ups etc.
>Survivor drop pallet
>Crush it
>Survivor blinds me and thinks hes save
>Down them

How is that uneccessary?!
Chaos May 20 @ 5:59pm 
People like to say 'just pick up at walls' and 'don't fall for the flashlight strats'

Me personally, I run it to avoid flashbang+background player. I also see it as limiting saves to just pallets (and head on locker users), which most people go down at anyway.
Last edited by Chaos; May 20 @ 5:59pm
Branchu May 20 @ 6:01pm 
The other problem with it is that any half-decent survivor will realize you have it asap, and then you'll never get value out of it for the rest of the match.
asa0199 May 20 @ 6:02pm 
Originally posted by ໂ‧͡‧̫ໃ:
Originally posted by Artemis.YT:
There are ways to force a blind if a survivor runs into a locker. Although it might not be necessary, I think it's worth bringing if you see enough survivors with flashlights.

Sure, but most of the problematic ones have been patched. Outside of that, you should predict if someone is jumping in for specific locker saves, which with experience you'd already know to do. If you find yourself in a situation like that it's better to slug if you're finding it annoying than bringing a whole perk.

One of the funniest locker grabs I ever had involved a looper who let me see him jump into a locker next to another locker. "Either he just pulled a foolish move," I said, "Or there's someone in the other locker waiting to stun me. And I've seen this guy loop enough to know it's very unlikely to be the former." So I opened the other locker and got a free bonus survivor!

And yeah, I'm one of those killers who doesn't care for Lightborn much. There are specific teams and situations where you need it, but in your average match, I just don't get enough value out of it to want to spend a whole perk slot on it. Team has no flashlights or flashbangs? Waste. Team is bad with their flashlights and flashbangs? Waste. Team is trying to blind you and not doing gens? Worse than a waste; as soon as they realize you have Lightborn they will start doing gens and stop making squishy targets.

But I'm not going to tell other people not to use it, either. It's good at what it does.
Astral May 20 @ 6:03pm 
Originally posted by Lazaruz:
Originally posted by Tracker:
It prevents being blinded by flashlights, flash grenades and blast mines. Experienced killers will say it is a waste of a perk slot because the few seconds of blindness isn't that big of a deal or you can avoid it. The aura read from it is worth it alone though and it can totally shut down a fair bit of toxic teams.

Pretty much this ^

It's the primary reason I take it as a personal rule of thumb if I see people STARTING with 2 or more flashlights, because in my experience those people tend to be extremely toxic with them, or otherwise learned to the point where unless you're straight up facing a wall when picking people up someone will figuratively pop out of litteral nowhere and blind you. every. single. time.

Which isnt to say how they can extend loops by comitting into breaking the pallet and once you're locked in, give you a rapid blind and GTFO
To not forget they added a perk to slowdown killers when blinded which means when you're doing that pallet stomp animation you are going to take that much longer to chase and more.
If you find that it saves you time in matches by running it, then run it. If not, don't.
I would not run it because franklins is a perk. Also good survivors will notice you have lightborn and stop going for blinds and just do gens instead, it also means players dont learn how to avoid avoidable blinds by relying too much on lightborn in my opinion but you do you. Its not like anyone is making you run certain builds :3
Crabman May 20 @ 7:09pm 
I liked running it when the blind angles were completely ♥♥♥♥♥♥ and people could blind you at walls while to your side in another area code, but they fixed that so flashlight counterplay is actually reliable.
FON May 20 @ 7:15pm 
waste of a perk slot
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