Toolboxes - An idea on how to make them more healthy
I noticed in another discussion with @jesterkind toolboxes being mentioned as a problem, and I can see why, especially when it comes to gen-rushing.
I think there needs to be a pass done to toolboxes, in a similar fashion to the recent map and key reworks.
Here's how my idea would be like:
Removed: Worn-out Tools (brown), Mechanic's Toolbox (green/blue), Commodious Toolbox (green/blue).
Changed:
- Toolbox (yellow/green) - Your basic toolbox, that comes with 24 charges total (a little over 1/4 of a generator's progress, or 4 hooks worth of sabotage)
Repair speed - +40%
Sabotage speed - +50%
Unlocks the Sabotage ability
Rarity changed to Brown. - Engineer's Toolbox (purple) - A repair-focused toolbox, that comes with 24 charges total.
Repair speed - +80%
Does not unlock the Sabotage ability - Alex' Toolbox (purple) - A pure sabotage-focused toolbox, that comes with 24 charges total.
Sabotage speed - +100%
Unlocks the Sabotage ability
Can not be used on generators
Rarity changed to Yellow/green
Updated model to differ from a repair oriented toolbox - Event toolboxes - Changed to have the same values as the basic toolbox.
New:
- Entity's Toolbox (Red) - A powerful set of tools that are seemingly forged from the fog itself.
24 charges.
Repair speed - +75%
- Upon spending all charges on repairing a generator with this toolbox, that generator gets a one-time immunity to regression events. This action locks out the special sabotage benefits. - These benefits does not work with Brand New Part.
Sabotage speed - +100%
- Upon spending charges needed to sabotage a hook, the affected hooks will respawn 30 seconds later than normal. - This action locks out the special generator benefit.
Unlocks the Sabotage ability.
Add-on pass:
Removed: Instructions, Clean Rag, Cutting Wire, Spring Clamp, Protective Gloves and Grip Wrench.
Reworked/changed:
- Scraps (brown) - Adds 6 charges to the toolbox - Simple as that.
- Wire Spool (yellow/green) - Adds 10 charges to the toolbox, when combined with Scraps, it gives a maximum of 40 charges.
- Socket Swivels (yellow/green) - Gives a +50% increase to generator repair speed, at a cost of 33% toolbox efficiency
- Hacksaw (green/blue) - Gives a +50% increase to sabotage speed, at a cost of 33% toolbox efficiency. Rarity changed to yellow/green
- Brand New Part (Red) - Changes the toolbox repair interaction to "Install Brand New Part". This takes away 20% (18 seconds) of the generator's total charges, at the cost of consuming the toolbox upon use. Removed the skill-check interaction.
New:
- Timed Charge (Purple) - Changes the toolbox sabotage interaction to "Install Timed Charge". This action blows up, and permanently disables the affected hook for the remainder of the trial, at the cost of consuming the toolbox, and rendering the survivor Broken for 120 seconds.
Comments
-
Hmm. I'm not 100% sure how weaker/stronger/better it would be over the current toolboxes. I like the new add-on.
I have made a post on the same topic, here:
1 -
How on earth is it "more healthy" to allow toolboxes to permanently remove a hook from the game?
-1 -
A very good idea as well.
I took more inspiration from the map and key reworks and proposed removing a lot of things that rarely see any use, also to de-clutter the bloodweb as a bonus. Making the innate effects of add-ons stronger, but also taking inspiration from the med-kit changes, like reduced efficiency as a trade off for more speed (inspired by the self-healing change), and introducing a brand new item to replace the Commodious box.
And lastly, reducing the innate strength of toolboxes, especially for gen repairs would help combat the problem with gen-rushing. Of course, numbers can be tweaked if they are too weak/strong1 -
Not sure about your values but definitely they should have nerfed toolboxes and some gen perks in the next patch, deal with tunneling/slug and genrush at the same time was the smart move to keep both sides happy, toolbox builds are "secretly" overpowered right now
2 -
With a hefty downside of course. It's a one-time use action as well, that also consumes the toolbox, so that it cannot be used for further sabotage
-1 -
Like I mentioned in a previous reply to @SoGo
Numbers can definitely be tweaked if they are too strong or too weak.0 -
The timed charge would need adjusting. Imagine if four people disable four hooks in the same area while also running Boil Over. They could just keep running to their manufactured dead zone. It would take planning and wouldn't be common, but it would happen. I would like to see some new functions though. Tbh I would like to see some new things just in general, but we see how well new things go over round here.
I like the idea of a sabo-only toolbox.
The BNP consuming the toolbox is a good idea. It certainly would be a nerf to me, because if I can't Built to Last it, I ain't bringing it.
But you're really gonna take my Commodious Toolbox from me? 😭
2 -
i mean, if these changes come to effect with the ptb, i wouldnt mind a toolbox rework
problem is i dont trust the devs with their reworks. i mean, they couldnt even rework the maps and keys and now killed off fog vials that wasnt even 2 weeks into the game. like im sorry but i rather keep it the way it is.1 -
Replaced by the Entity box ;)
I did think about your Built to Last0 -
We have to make sure my build is prioritized in all future changes lol
The Entity idea is fun in general. I'd like that for every item, and have it be like smoky or glowing in game or something.
1 -
That was my thought process around the timed charge. And seeing how close hooks spawn together these days as compared to how it used to be in the past, I don't see any problems with an alternate way for survivors to fight back.
1
