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I'll never understand the design philosophy behind toolboxes.

I'll never understand why there's a "less gameplay please", "I'd like to get back to the lobby faster" item. Having an item give you some sort of leverage or advantage is fine, but one that is just speed-running you back into a loading screen is a dumb idea. I understand that their current purpose is to fight the 3 generator issue, but once it's "fixed" they need to be re-purposed.

It's almost like being hyped because you were the first one out in a battle royale so you can go back to the lobby you love so dearly, and not actually play.

Gen regression would probably also have to be tuned if they do get re-purposed.

Matches last like 5 mins these days.

Comments

  • Sava18
    Sava18 Member Posts: 2,439

    How I view it is that both parties should be heading into a match with a full loadout if they are playing to win.

    Maps, med-kits and flashlights all of their unique advantages.

    Flashlights are the most inconsistent of those 3 but with background player getting severely buffed they are actually a decent amount more useful now.

    Med-kits may have received their chunky nerf but they still fill the extremely vital role of being able to safely get someone off of the hook.

    Toolbox's are probably the strongest over all item now and may even be lame but they forfeit the possible utility of the other 2 items, essentially less ability to comeback.

    Ofc they could nerf the green toolbox with double spools or actually nerf bnp instead of tapping it on the wrist.

    Even post nerf med-kit teams likely give me more trouble than toolbox teams although that could just be my luck with players running them.

    I do understand the sentiment though. Stacked tool box teams are just trying to speed run the game without the fun chase part majority of the time. I may have forfeited hard macro so that I can have a challenge more often but nothing hits like a all or nothing end game death match and I am more than obliged to leave two players on the ground in order to put up a strong fight in the case of a speed run game.

    Although if they simultaneously tuned gen regression perks, gen progression perks and tool boxes it could make for a far more enjoyable game. Though I don't trust bhvr enough to let them try, fail and refuse to revert it.

  • UndeddJester
    UndeddJester Member Posts: 3,748
    edited December 2023

    I don't think max charge toolboxes can't go realistically until hard tunneling isn't so prominent for soloQ... but just like turbo tunnelling, I've always felt like it's a "Yeah you won... but who cares? Game was boring" way to play.

    The value of charges does seem to trump any other effect... The change to medkits to reduce self healing was a good change. I think the toolbox tiers would benefit from a similar standardisation...

    However of course like the medkits currently need, standardised toolboxes would need other effects added or amplified to give pmayers different options. A proper overhaul would be interesting when time allows.

  • Mooks
    Mooks Member Posts: 14,855

    This argumentation doesn’t really make that much sense once you realize that killers also rush their objective (hard tunneling, exposed effect) and repairing gens is literally the most boring and not at all interactive part of the game

  • RFSa09
    RFSa09 Member Posts: 946
    edited December 2023


    but there´s a difference, you need skill to chase survivors (tunneling), it´s not an item that you bring to the match, tunneling is just you, the survivor and that´s it, imagine killers having an offering that makes survivors die in the first hook (old mori)

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,979

    These aren't comparable objectives, and I wish people would stop trying to conflate them.

    The game isn't over when survivors complete even all 5 gens, they still have to escape. It's entirely possible for the killer to kill multiple survivors or even 4k after the gates are powered.

    It doesn't even take all 4 survivors dead to nearly completely stop gen progress either. Usually 1 survivor dead is enough to guarantee a killer win if there's more than one gen left. And again, killers can still easily (actually more easily) get kills once a few gens are finished.

    There's also zero snowball effect for survivors. If there's absolutely no gen progress on the map, there's no mechanic or play that instantly completes all 5 generators in under a minute. Killers, on the other hand, can go from zero hooks to 4 man slug quickly.

  • Steakdabait
    Steakdabait Member Posts: 1,296

    Same reason as tunneling and hardcore 3 gening. To win

  • Lixadonna
    Lixadonna Member Posts: 380

    Are you fine with Tombstone Myers Speedrunning you back to the lobby?

  • RFSa09
    RFSa09 Member Posts: 946
    edited December 2023

    GL doing it in under 3 minutes if the survivors are not terrible 9


    (and the problem is always the swf, soloQ survivors will always make the worst choices of their lifes and lose the game, even if they´re running meta)