Built to Last won't be meta-changing
People are heavily overestimating how good new Built to Last will be. The amount of time Built to Last supposedly saves you on generators is offset by the time you have to spend finding a locker, opening it, sitting inside for a while and then leaving. You're not actually saving time, because that time you wasted could've been spent doing the generator anyway. The only thing this might help with is finishing a generator faster than the killer expects when there's 3 generators left because he didn't know 2 or 3 toolboxes would suddenly reappear.
As for medkits, sure you might be able to get a lot of heals if you have built to last and a purple medkit, but when do you ever need to heal yourself more than 2 or 3 times in a match? Like so what if you can heal yourself a lot. How about instead of healing yourself 50 times, you just work on a generator? Sure it might help solo queue, but even then you can already get 3 heals with a medkit and addons, you don't need an extra perk to do that.
My favorite item to use is a flashlight because I enjoy going for flashlight saves much more than doing generators, but I don't plan on using Built to Last with flashlights. If all you're going for is a million blinds at pallets, then sure, Built to Last will work wonders for you. But I use it for saves, and I can easily get at least 4 saves with just a yellow flashlight no addons, but that rarely happens unless the killer is brain dead, so Built to Last would be useless, since you rarely fully use a flashlight with batteries anyway.
I only thing I can see this being actually pretty strong with is a blood amber skeleton key. Everything else is just niche for-fun uses that can't be beaten by the current meta of Decisive, Unbreakable, Dead Hard, Borrowed Time.
This is basically Lucky Break all over again.
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I mean, you can heal other people with your medkit, too. You know?
I still agree that unbreakable is better, however.
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I also don't see the issue with it outside of the already problematic items.
For the reason behind these not being an issue Aka the Non problematic items:
Normal/Rainbow map, Keys, and Flashlights: You shouldn't be running out of charges on them to begin with and their charges can be extended greatly with add-ons.
Brown/Green Medkits: Without other perks or great skill checks or + charge add-ons it doesn't even grant a single extra health state even on the first refill.
All Non-Commodious Toolboxes: It either loses you time to do or even in the best case with an engineer's toolbox only granting you 4 second faster completion time given the time lost by being in a locker.
For the problematic items:
First Aid Kit and Ranger's Medkit: Gives an obscene amount of extra uses even with the most basic extra charges add-ons let alone stacking it with botany knowledge. So anything that can make it noticeably better will be insanely powerful not because the effect is powerful but because the Medkits themselves are powerful.
Commodious Toolbox: This is still the most overpowered toolbox that is more or less responsible for all toolboxes getting nerfed once already. So anything that can make it noticeably better will be insanely powerful not because the effect is powerful but because Commodious itself is.
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