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New Toolbox Stats

So I've been playing on the PTB since it launched.

Deathslinger fun, some of the new perks will find their way into builds. But let's talk toolboxes.

All toolboxes now have their charges reduced.

Brown Toolbox now lasts 16 seconds.

Yellow now lasts 20 seconds.

Commodious lasts 32 seconds

Mechanic's lasts 16 seconds

Alex's lasts 24 seconds.

Engineer's lasts 16 seconds.

Their speeds are the same, so every toolbox has been nerfed by about 72 percent in terms of how much generator repair it can carry out.

Addons weren't cut quite so harshly. Wire spool for example went from 30 charges added to 12 charges added.

Overall a very positive change.

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Comments

  • brokedownpalace
    brokedownpalace Member Posts: 8,823

    I thought they were buffing repair speeds?

  • Slival
    Slival Member Posts: 94

    Not currently represented in the ptb as far as I know. I will be running actual experiments vs. live play with a friends help this evening to see.

  • Almo
    Almo Member Posts: 1,129

    Speeds are not the same. If they are, it's a bug. For example "Toolbox" should be 50% speed bonus instead of 15%.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    @almo Hard to tell because we still have tremendously, considerably etc

    It didn't seem that fast but I only got to try on one gen.

  • Almo
    Almo Member Posts: 1,129
    edited February 2020

    Oh yeah! My apologies. But yes, every toolbox should repair considerably faster than it used to now.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    Yep the speeds were the same for me too.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536
    edited February 2020

    Not gonna lie it's hard to judge. There's also the psychological element where yellow looks lightning fast even if it's only 9% from resilience and red looks really slow even if it's only 4% from thanatophoia.

    I rarely used toolboxes so I'm not the best person to judge these times. Gotta say though with the amount of charges they have you guys nerfed them into dust. They were OP before but I don't think anyone can argue the changes aren't strong enough.

  • Slival
    Slival Member Posts: 94

    Didnt seem to be faster I will double check with videos stopwatches and hard numbers in a few hours

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Ok I can confirm the speeds are definitely faster. Used the purple toolbox with add ons.

  • NullEXE
    NullEXE Member Posts: 1,632

    I'm not okay with the changes, I have been playing in the PTB, and running this as survivor

    Alex's Toolbox w/ Hacksaw, Wire Spool (Petrified Oak)

    Saboteur, Breakout, Iron Will, Sprint Burst

    Then I add a Petrified Oak offering.

    Literally has been the worst experience the Killer's i've faced had - because they couldn't hook - anyone, by one person. I am achieving what took 3-4 coordinated swf in just a single build. For a Horror game, it so far has proven that I am the most horrifying thing in the entity's realm.

    I don't know if anyone here has seen my other comments, but seriously - I told you so.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    I didn't expect them to reduce the charges that much that's insane lol

  • ClickyClicky
    ClickyClicky Member Posts: 3,536
    edited February 2020

    That’s not the experience I’ve had with it.

    Firstly you need a sabo toolbox, saboteur and breakout. Thats a purple item and 2 perks dedicated to it. Then you need an offering for hooks which are rare. On top of that the hooks are often so close that if the killer goes to the one you dont expect it fails.

    its now possible for solos to pull off sabo better but it requires a number of things stacked in order to do that and a survivor willing to spend time off gens to make it hapoen.

    Post edited by ClickyClicky on
  • NullEXE
    NullEXE Member Posts: 1,632

    Yeah I focus the whole build entirely around sabotaging hooks, but when the Killer can't hook anyone - at all - at all times of the game while 2 other survivors are working on generators. It's impossible for him to win without slugging, and nobody wants to play a boring slug match (which has been the only thing that beat this build thus far).

    You say "On top of that the hooks are often so close that if the killer goes to the one you dont expect it fails", but even without Petrified Oak - I was doing fine on most other maps (havn't played them all yet, but have yet to have one that this build doesn't decimate). Lery's and the new Saloon map which is following the "fewer hooks" concept that the designers are following is honestly depressing seeing a killer try to even reach the first hook you sabotage.

    The fact of the matter is in less than a day I found a build that breaks the game entirely, and makes it not only infuriating for the supposid "power role" to the point of quitting matches, or resort to a boring gameplay method that ruins the fun for up to 4 other people (unless unbreakable is taken). Which also the build takes skill in keeping your exhaustion at near end cooldown to control when you get sprint burst to hooks, and keeping out of the killer's sights so he's not just chasing/tunneling me.

    I'm choosing to look at this from both sides, and not just "Survivors have fun bullying the killer and that's all that should matter" side.

  • NullEXE
    NullEXE Member Posts: 1,632

    Yes the build requires you to focus it entirely around the sabotage mechanic, but it's the fact of the matter of how much impact one survivor can have on the entirety of the whole trial. Most of the time I didn't even need Petrified Oak (because I ran out of them), and yes I havn't been in all maps yet, but I have yet to find one where I couldn't pull this build off. Lery's and the new Saloon map that follows the "Less, and farther apart hooks by default" guideline is just depressing seeing the killer try to have any advantage. 


    Other alterations to the build is smaller charge add-ons, and weaker sabotage add-ons. Regardless you keep the Alex's Toolbox after each match, and that alone is enough to create a game ending impact. Hook distance isn't an issue with upgraded Sabotuer perk. You hold sprint burst at 1-few seconds exhaustion cooldown and when a killer starts to get close to another hook you dash to it and instantly drop it. With breakout, if the killer tries to drop the survivor they most times simply break out. This is performed by one survivor, while 2 others work on gens, or do whatever they please - essentially taking the game hostage. It's far too much power for one survivor to have. Making one survivor the most horrifying prescence in a game the killer should be the power role.


    This results in the Killer either just dcing (understandable), or slugging. So it's encouraging to making the game unfun for killer in all aspects, and the main counter is to retort to making the game entirely unfun for the survivors. Again, all in the power of one survivor.