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Toolboxes need to be toned down.

Zokenay
Zokenay Member Posts: 1,158

More specifically, Commodious, this toolbox has an excessive amount of charges, made worse by Wire Spool which for whatever reason is still a yellow addon.

We can also add "Built to Last" which further increases the uses out of the toolbox, which goes without mentioning other gen related perks to boost repairs.

Then we can also add "Brand New Part", yeah it got reworked recently, but it needs another change that should have gotten long ago, destroy the toolbox, same way the Syringe does for Medkits, being able to apply a permanent 10% progression while keeping the strong toolbox which once again, can even be refilled with BTL and last forever with Wire Spool (i even forgot Streetwise that makes this even worse) is too much.

Comments

  • JPLongstreet
    JPLongstreet Member Posts: 5,882

    If you are dissatisfied with the boxes now, look up what they did three or so years ago...

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    I think it’s specifically Commodious toolboxes and extra charge addons that are the issue. The weaker toolboxes are fine.

    It always baffled me that Commodious and Mechanic’s toolboxes are the same rarity and yet Commodious is way stronger while Mechanic’s is barely any better than a brown toolbox (and is actually worse than the brown for sabotaging since it has the penalty). Having half the charges compared to a Commodious is not at all worth that extra 25% repair speed.

  • Cypherius
    Cypherius Member Posts: 142


    Streetwise + Built to Last on a Commodious/Event Toolbox with charge add-ons or Wire Spool + BNP (The BNP nerf barely did anything) is too strong. And you still have 2 perk slots for chase/info/altruism.

    Simply reducing the amount of charges would make it too similar to the Mechanic's Tool Box. I would rather rework it and make it give a much smaller bonus to speed but reduces the effectiveness of regression by a large amount , the more charges used the longer the protection lasts.

    Would be a nice tool to use against 3 genning killers while the devs work on a more permanent solution to the 3Gen issue.

    Alex's Toolbox in kinda weak for its rarity but the other toolboxes are fine.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821

    the problem is anything worse then commodious with charge add-on is not that impactful to the user using it. I don't feel like they're going nerf it because it is like the last... overpowered-type item that survivor can bring. i suppose it is question if survivor should have an item that if all 4 of them bring and they are good. they should win. my impression is that if they weaken it, they will likely buff something like Keys. you lose purpose in bloodpoint currency for survivor if none of the items impact the game.

  • Zokenay
    Zokenay Member Posts: 1,158

    Keys still have use has aura reading items on other survivors or the killer itself.

    Survivor addons in general could use some changes.

    And maps are hardly ever used outside of totem hunting.

    Toolboxes even outside of Commodious are good, but this particular Toolbox and the charge addons are just stupid.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    If it gets to a point where toolboxes can’t be impactful without being too strong then perhaps a rework could be considered. I don’t know. I’m perfectly fine with them buffing keys, not for the hatch itself but for the aura reading. Keys in general are kinda underwhelming right now, the only things they're really good for are opening hatch and Blood Amber.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    No. Medkits are redundant now. Flashlights are easily countered and hard to use on console. Keys and maps have very limited usage. Toolboxes are all survivors have left.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821
    edited August 2023

    i was going write a post on blood amber for how nobody uses it, but i think reason why nobody uses it is because mind-channeling is too difficult to get value out of. in my experience, i can play without wall-hacks on most loops because I use red glow. the majority of killer do not hide their red glow so you can stand at vantage points to not need to win mindgames. I can also sometimes deduce killers position through process of elimination with red glow. the weird puzzle is that most survivors are not that good at looping so I find it surprising that they do not use this item because it would make them harder to chase even if they did not use it too efficiency and just held key for 15 seconds. i suspect item is too situational/cumbersome to use that no one bothers with it.

    If it gets to a point where toolboxes can’t be impactful without being too strong then perhaps a rework could be considered.

    toolbox have always historically been repair gens fast item and it also has property of sabotage however they never added high rarity add-on for sabotage like permanent sabo hooks due how skewed it is for survivor to force the killer to slug with whole 4 minute bleed out. at least in current dbd, you heavily rely on hooks as killer to be effective at killing from killer POV. anything that prevent hooking has the potencial to be too strong in the current iteration of the game. so that is why sabo part of toolbox is not particular prominent in the item.