Lights Out Ain't Much But Has Potential – Dead by Daylight



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27 thoughts on “Lights Out Ain't Much But Has Potential – Dead by Daylight”

  1. I really do not expect much from bhvr. They'll find a way to ruin and suck the fun out of these new gamemodes completely. They'll do what they do best. And that's let the community down

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  2. i came up with a mode years ago.

    1v1 mode
    “9×9” map – shack in the centre tile and the other 8 tiles are completely random…
    each tile contains 1 loop, and each loop is taken out of actual maps (so for example, you could get either exit gate loops on midwitch, next to a car loop from haddonfield, with the shack from crow boneyard in the middle… even add funny broken loops and buildings from old dbd to see how new killers struggle on them now)

    the win condition should be “if a survivor is alive after 2 minuets, the survivor wins” “if the survivor is downed at any point in any way before that, the killer wins”…
    it can be best of 3, to keep matches lengthy and add abit of competitiveness without removing the overall feel of a casual gamemode!

    either have limited and random perks, or non at all…
    powers should exist – dont know how add ons should work…

    and make it 3x-5x bloodpoints, to incentivise more players playing it.

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  3. We definitely need more innovation in DbD , and newer , more interesting game modes is the way to go . Not more perks , not more cosmetics , not more DLC characters . Just good , fun gameplay

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  4. The things I want changed about this mode:

    1: It becomes a rotating game mode, with other modified game modes, each lasting a week or two except when there is another event occurring. Additionally, it and all future rotating game modes are always playable in custom matches.

    2: All players are allowed to bring one perk. Perks are important for the game to be enjoyable these days, but limitation is the game mode itself, so a balance by simply allowing one for all players could do a lot for the mode.

    3: Survivors get the anti-camp meter filling while hooked, regardless of killer position to speed up the game and prevent killers from abusing the lack of vision to camp outside of the regular radius. The endurance after is reduced heavily in duration to prevent survivors from having a direct advantage.

    4: Survivors should be able to get mori'd as if the killer brought an Iridescent Memento Mori offering, allowing them to kill the all survivors after they've been hooked twice and downed again. Moris add personality to the game, and to have no option to use them aside from Sadako and Pyramid Head also hurts the appeal just like a full lack of perks. As it's the iridescent variant, it offers barely any advantage to the killer, and is solely there to prevent survivors from holding the game hostage.

    5: Hooks should be highlighted in white for the killer while carrying a survivor to help differentiate it from generator auras, due to the lower visibility. As it is, hooks that are right in front of you look like they have no aura if there is a generator overlapping, leading to wiggle-outs that shouldn't happen.

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  5. 3:35 make it so only people that have an active archive be able to play the mode, have certain challenges designed around the mode forcing access (similar to how certain challenges require a specific killer/survivor) that way you sell more battlepass and you make more money. Both by people who wanna grind the archives to completion and those that just wanna test out the new mode (you rotate the mode every new rift)

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  6. DBD streamers and players never ending optimism never ceases to amaze me. Yes, they spent quite a bit of time on the framework, but then why not just spend a bit more time on an actually decent game mode before you introduce it to players? The idea of "well its not very good now, but think about what it could be!" is something I've heard about dbd since the very start. I know a lot of people feel this is just them testing things out, but from what I know about the bhvr this was probably them actually giving their best effort and I would be surprised if they came up with something better.

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  7. I sadly think it is a dire mod, due to the usual try hard players. It clearly shows how the core problem issue of camp, tunnel, and slug, must addressed in any new mode. This mode makes it much worse, and frankly unplayable for me and my friends. We have already abandoned it and won't be doing the event tome thingy.

    Honestly, we think they should make a mode/version, where the hooks are gone, and all the killers instead use the Pyramid head cage system instead. That alone could change the game for the better, by stopping simple lazy camping.

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  8. Thing is with the 2v8 is there is significant programming into that. Yes there are mods that let you play it but it only works on older versions of the game, like OLD OLD. Also even with the mod, characters conflict with one another or gain the opposite Killer’s power, and with a shit ton of more characters now you gotta also program things differently unless the 2v8 is going to be both killers are the same, so I think Lights Out is the stepping stone to greatness but the 2v8 is gonna take longer

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  9. It's so refreshing even tho it's just barebones. I like how i can scare survivors as killer and how i do not have to worry about scourge hook pain res everytime also it's nice to not be bothered by the gen blocking meta right now (grim embrace + dms)
    it's just dbd and that's cool and also finally scary <3

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  10. I think this mode is a good start because you have to start somewhere, and it's better to start small and with things you already have/have control over (Like dredge's nightfall and such). This isn't going to blow anyone's mind and will get old very fast but good things start out small.

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