The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Toolboxes.. and my idea on how to rework them

Hello Everyone!

This is my idea on how to rework toolboxes without making them useless and without making them unfair and cheesy... this idea will rework every toolbox from brown to purple. with their add ons as well.

The Issues with toolboxes are the fact that they can stack with way too many things such as resilience, prove thyself, 4 ppl working on a generator with all that is mentioned. oh and clean rag + socket swivels. with an engineer's toolbox. these all stack and in a big map with a killer that lacks map pressure this becomes too much even with ruin.

Firstly: all toolboxes will no longer accelerate generator speed. only perks will allow such thing. And skill checks will no longer contain great skill checks. but with certain toolboxes and add ons great skill checks can appear bigger and with greater bonuses when hitting them when using certain toolboxes with some add ons mentioned below:

I'll begin with the toolboxes then the add ons

A metal box containing out of condition tools that could break at any moment. Even without training, can be used to repair or break various mechanical components.

*Generator Skill Checks will contain a great skill check that is 5% the size of a normal skill check.*

*Hitting a great skill check will result in a 2% progression.

*Unlocks the Sabotage Action.

"You call these tools? ... Really?"

Bear in mind that this is a brown toolbox so it won't do much and the great skill check it contains is the size of the current one you get and the bonus it gives is slightly less than the current one so nothing crazy.


A metal box containing a set of basic tools. Even without training, can be used to repair or break various mechanical components.

*Generator Skill Checks will contain a great skill check that is 10% the size of a normal skill check.*

*Hitting a great skill check will result in a 3% progression.

*Slightly increases the chances of triggering a skill check. from 8% to 10%

*Unlocks the Sabotage Action.*

A large metal box containing basic tool and extra mechanical parts. Even without training, can be used to repair or break various mechanical components.

*Generator Skill Checks will contain a great skill check that is 15% the size of a normal skill check.*

*Hitting a great skill check will result in a 4% progression.*

*Moderately increases the chances of triggering a skill check. from 8% to 12%*

*Unlocks the Sabotage Action.*

**RARITY CHANGED FROM RARE TO VERY RARE*

A metal box with specialized mechanics tools. Even without training, can be used to repair or break various mechanical components.

*Generator Skill Checks will contain a great skill check that is 20% the size of a normal skill check.*

*Hitting a great skill check will result in a 5% progression.*

*Considerably increases the chances of triggering a skill check. from 8% to 14%*

*Unlocks the Sabotage Action.*

UNCHANGED

however it will no longer accelerate gen speed


**RARITY CHANGED FROM VERY RARE TO ULTRA RARE**

A metal box with highly specialized tools meant for engineering. Most of the tools can be used by neophytes to make quick repairs or break various mechanical components.

*Generator Skill Checks will contain a great skill check that is 25% the size of a normal skill check.*

*Hitting a great skill check will result in a 6% progression.*

*Tremendously increases the chances of triggering a skill check. from 8% to 16%*

*Unlocks the Sabotage Action.*

"I've created tools beyond compare and stood paralysed as they were stolen from me. These are but a poor replica, spat out by The Fog." — Vigo's Journal

All toolboxes are the same except that each rarity is slightly stronger than the other. and now for the add ons:

Useful tool to clamp hoses or hold wires in place and prevent damage or injury.

Generators will no longer regress when missing a skill check.

Springs, screws and gears. Mostly unusable junk.

Adds 15 charges to the toolbox.

A mundane rag. Suspiciously clean.

Regression caused by killers are reduced by 15%.

(Now how will this add on work since if the generator is regressing that means no one is working on it and this add on is applied to the toolbox which means i have to be working on the generator. well when working on a generator and the killer interrupts you this add on will take effect regardless)

A portable but heavy spool of copper wire.

Adds 30 charges to the toolbox.

Swivels provide bend and flexibility for bolts that are out of reach, deep within mechanical devices.

Regression caused by killers are reduced by 20%.

Thick gloves, which reduce menial dexterity but protect hands from injury.

Slowdown perk Penalties brought by the killer are reduced by 10%

Someone quickly painted what seems to be repair instructions on this piece of bark.

Slightly increases the progression bonus of great skill checks by 1%.

Slightly increases the size of great skill checks by 1%.

*BOTH UNCHANGED*

This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.

 Toolbox Repair action is replaced with Install Brand new Part.

When Installing the brand new part you will be faced with 1 difficult skill check, and succeeding the skill check will successfully install the brand new part, when the brand new part is installed on a generator the following happens:

This add on activates when no one is working on the generator (like after you install it and leave the gen)

The BNP will passively repair a generator without the need of a survivor working on it.

The Brand new part will give the generator +0.4 Charges per Second. So a generator will need 200 seconds to be fully repaired with a brand new part.

Regression Caused by killers is reduced by 25%

Killers regress generators by a rate of -0.286 charge per second, and a generator needs 80 charges to be repaired. so a generator needs 280 seconds to fully regress however when the regression is reduced by 25% they will regress at a rate of 0.2145 and to fully regress a generator affected by brand new part they will need 372 seconds.. HOWEVER the brand new part also gives +0.4 charges per second so take 0.2145 (the killer regression rate with a generator that has BNP instanned) and 0.4 ( the bnp passive repairing speed) and it will be 0.4 - 0.2145 = 0.1855 CHARGES PER SECOND WHICH MEANS A GENERATOR AFFECTED BY BNP WILL NEED 431 SECONDS TO FULLY REGRESS.

The brand new part will never stop passively repairing the generator, unless the killer kicks it, so if you tap the gen then leave, the bnp will still passively repair it.

Ofc since it's an ultra rare we'll allow it to stack so if 4 ppl use this add on it will give the generator +1.6 charges per second, so if 4 brand new parts are installed on 1 gen it will need 50 seconds to fully repair.


Of course all values are changeable if something seems to weak or strong.

Please let me know what do you think of this rework.