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Survivor items changes

Elan
Elan Member Posts: 1,402

Medkits

→ no longer allow self-healing

→ no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.)

→ Healing bonus is capped at 150 %

Flashlights

→ blinding killer carrying or picking up survivor no longer frees them

→ Reduce blindness duration by 30 % across all flashlights

Toolboxes

→ now have charges that can be consumed to temporarily increase repair speed

  • brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s
  • yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s
  • blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s
  • blue toolbox (has 1 charge) can be consumed to instantly destroy hook
  • engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s
  • Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

Keys

→ no longer can open hatch

Maps

→ beam of light now stays forever when not equipped iri add on

Fog vial

→ reduce opacity, size and duration to better suit an antitracking tool

→ charges reduced from 2 to 1

Comments

  • CompetitifDBD
    CompetitifDBD Member Posts: 823

    Medkits

    → no longer allow self-healing

    → no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.)

    → Healing bonus is capped at 150 %

    Flashlights

    → blinding killer carrying or picking up survivor no longer frees them

    → Reduce blindness duration by 30 % across all flashlights

    Toolboxes

    → now have charges that can be consumed to temporarily increase repair speed

    brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s

    yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s

    blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s

    blue toolbox (has 1 charge) can be consumed to instantly destroy hook

    engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s

    Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

    Keys

    → no longer can open hatch

    Maps

    → beam of light now stays forever when not equipped iri add on

    Fog vial

    → reduce opacity, size and duration to better suit an antitracking tool

    → charges reduced from 2 to 1

    No more self healing means no ones ever gonna use a med kit again. Self healing with them is the only reason they are used.

    Capping healing speed is an awful change. If you don't want survivors healing, run leverage and sloppy or gift of pain. Gen speeds should be capped or even made like the old haste/hinder stacking removal.

    Flashlights

    → blinding killer carrying or picking up survivor no longer frees them

    → Reduce blindness duration by 30 % across all flashlights

    Defeats the main use of flashlights.

    Toolboxes

    → now have charges that can be consumed to temporarily increase repair speed

    brown toolbox (1 charge) can be consumed to repair 2 % faster for 60s

    yellow toolbox (1 charge) can be consumed to repair 3 % faster for 70s

    blue commodius toolbox (2 charges) can be consumed to repair 5 % faster for 30s

    blue toolbox (has 1 charge) can be consumed to instantly destroy hook

    engineers toolbox (has 2 charges) can be consumed to repair 5 % faster for 60s

    Alex's Toolbox (has 2 charges) can be consumed to instantly break hook

    Toolboxes need nerfs, not a buff to long term repairing.

    Keys

    → no longer can open hatch

    Defeats the whole purpose of keys.

    Maps

    → beam of light now stays forever when not equipped iri add on

    This is fine. I'd add that the beam should also show an aura to help on indoor maps.

    Fog vial

    → reduce opacity, size and duration to better suit an antitracking tool

    → charges reduced from 2 to 1

    Fog Vials need almost a complete revertion, not even more nerfs. The item needs it's effects nerfs to be reverted and 1-2 more charges (3 or 4 is healthy. )