Toolbox Changes - Splitting Item Into Two Seperate Items, Basekit Sabo Buffs, Hook Spawn Logic
SO WHY CHANGE TOOLBOXES?
Toolboxes at the moment are used for two things, Repair Speed + Unique Buffs with Add Ons, as well as Sabotaging hooks. There are currently 6 different Toolboxes in the game, two in the rare and very rare rarities, which fiddles with how some perks operate, like Exultation for example. The aim of the following changes are to: A, split Sabotaging Toolboxes and Repair Toolboxes into two seperate items. B, to make Sabotaging seem like a more viable playstyle through Basekit and Add On changes. And C, to have there be less Add Ons in total that do the same thing and clutter the Blood Web.
HOOK SPAWN LOGIC
- Hooks will now spawn at loop tiles only. Somewhere that features a window and or a pallet built into the tile.
- Hooks will now spawn at least 20 meters away from the edge map walls when applicable.
- Scourge hooks cannot be within 20 meters of eachother horizontally, and 5 meters vertically.
- The basement no longer counts as an environmental hook at the shack or main building tile, allowing one to spawn outside or near the building.
SABOTAGE BASEKIT
- Hooks destroyed by a Toolbox stay broken for 60 seconds by default.
Notes
Hook spawns are a frustrating for both factions. Survivors getting hooked at the edge of the map woth nothing nearby to make is very frustrating, while it also forces killers to make more distance to generators they want to patrol. This way we can get the best of both worlds by ensuring hooking near no loops or the edge of the map, isn't possible anymore, so long as you haven't already wasted a pallet or a window is blocked.
Scourge hooks should consistently spawn more spread out now, while still being random.
In case you can't make the basement hooks, a normal hook should spawn outside the main building or shack now. This is only a problem on select maps that are lacking in size however (speperate problem)
NEW ITEM: SABOTAGE TOOLBOX
These Toolboxes only works exclusively with Sabotaging hooks. These toolboxes share the same Use based system as Keys, Maps and Fog Vials.
Weighted Toolbox - New Item (Uncommon)
The thing is empty, but the Toolbox itself is as heavy as a hammer.
- 4 Uses
- Sabotaging takes 2.5 seconds
Machanic's Toolbox (Rare)
A metal box with destructive mechanics tools. Can be used to break various metal components.
- 5 Uses
- Sabotaging takes 2.25 seconds
Alex's Toolbox (Very Rare)
A Toolbox addressed to someone named "Alex." This person was somewhat of a master of Sabotage, the box is filled with destructive tools, far beyond machanic standard.
- 6 Uses
- Sabotaging Takes 2 seconds
Sabotage Toolbox Add Ons
Claw Hammer (Common)
A spare tool to keep on breaking, and more efficiently too.
- Adds 1 Use to the Toolbox
- Reduced Sabotaging time by 0.25 seconds
Hacksaw (Uncommon)
The tool is big, leaving less room for more already brittle tools, but it can make quick work of metal components.
- Reduce Toolbox uses by 2
- Reduce Sabotaging time by 0.75 seconds
Reflective Panels - New Add On (Rare)
Typically they're stuck onto Toolboxes to be seen while working after dark, but here they hold a strange supernatural power.
- Sabotaging a hook whilst the killer is picking up or carrying a Survivor reveals the hook closest to the killer
Grip Wrench (Very Rare)
An adjustable wrench with a tough grip. This tool isn't letting go of parts so easily.
- The time until hooks rebuild themselves is increased by 20 seconds
Ominous Gloves (Visceral)
Thick gloves, pulsating with power. The wearer gains a better sense of stealth and perception while breaking the Entity's tools.
- Sabotaging creates no audio
- Hook break notifications are silenced
- The hook's aura lingers for the killer for 10 seconds after it was broken.
- Reduce Toolbox uses by 2
Notes
Sabotaging is it's own stand alone machanic now. By making it it's own Item, we can change how many uses it has so you aren’t left with not enough percentage to complete the interaction. By using a Use system, the Sabotage action is cancellable without losing charges.
The basekit buffs are only means to make the feature more appealing and more helpful in situations where multiple survivors might be hooked nearby harder to accomplish, through faster Sabotaging and longer hook rebuild times.
REPAIR TOOLBOX (Item Renamed)
The following has been retired and removed from the Bloodweb:
- Worn-Out Tools (Common Toolbox)
- Instructions, Clean Rag, Wire Spool, Cutting Wire (Add Ons)
- Any Instances of Sabotaging ability gains or speed increases.
Scraps (Common - Unchanged)
Springs, screws and gears. Mostly unusable junk.
- Increase Toolbox charges by 8
Socket Swivels (Uncommon- Unchanged)
Swivels provide bend and flexibility for bolts that are out of reach, deep within mechanical devices.
- Increase Toolbox repair speed by 30%
Spring Clamp (Rare - Unchanged)
Useful tool to clamp hoses or hold wires in place to prevent abrupt and loud noises.
- All generator audio's hearing distance is reduced by 8 meters
Luminousity Lamp - New Add On (Very rare)
The bulb seems to steal the light produced by other electronics in the area, making them harder to locate.
While the toolbox is being used to repair, the following effects occur:
- All generator auras are hidden from the killer.
- Generator Lights are turned off
Brand New Part (Visceral - Unchanged)
This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.
- Hit a difficult skill check to permanently reduce the required charges on that generator by 10%
Notes
Add ons with reused or near useless effects have been removed to reduce Bloodweb clutter.
Okay, lemme know your thoughts.
Comments
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Bumping this cus only 1 person has seen it. Reasonable
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I have an easy fix for Reflective Panels
- As long as the killer is within 16 meters of a survivor thats downed or being carried, the closest hook is revealed to you in a red aura
Luminosity Lamp isn't going to give meaningful info on which gen is being done. The idea is just to be a portable and manually activated residual manifest for gens. Though to make it a little more busted, I'll give it this:
- A random generator's lights or respective environmental lights (on maps like Treatment theater) will flicker as if it were being repaired.
Spring Clamp would be pr busted if it made gens fully quiet, but also that'd be map dependent. The current version is a better technician and potential energy if you play to fake high progress.
Charge gains are already kinda nuts in their current state for toolboxes, so I decided to take out Wire Spool rather than Scraps. Clean rag is worse than Socket Swivels, so I kept this repair speed Add On instead. Repair speed is healthy and can be used strategically to pop a generator before pop or pain res for example.
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With the new Hook spawn logic and scourge spawns, Reflective Panels could make for a very useful Add On on most maps that either don't have hooks upstairs, or a second floor entirely. Saboteur does the same pretty much, so giving the Add On it's effect feels lazy. Heres an interesting spin.
- The killers aura is now shown when they are within 16 meters of the downed/carried survivor.
This way you can see if the killer has decided to switch up their choice of hook.
I have a full rework for Luminousity Lamp.
- Upon using the Toolbox on a generator, you'll now see the text "install Luminousity Lamp." Going through with the decision instantly consumes the Add On, triggering the following effects for 60 Seconds:
- All Generator auras are hidden from the killer.
- All Generator lights and environmental lights turn off.
With these fixes, wire spool can confidently go without complaints.
Spring clamp like I said is map reliant, but has a unique effect. Heres a change that can make it a littlw more appealing.
- Upon repairing with your toolbox, the text is replaced with "Attach Spring Clamps." Once you go through with the action, the following effects occur for 90 Seconds:
- The generator's prongs no longer move or produce audio for the killer.
And I'll add a QOL buff to the BNP, just so it doesn't hurt new players, while no longer making it a waste of an Add On slot if it were to be missed.
- There is no longer a difficult skillcheck to install the Brand New Part.
This should make all of them not rely on charges, but still have impactful and rare/very rare worthy effects.
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Bumping again. Pls check em out, including the discussed changes
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