Hypothetically, Would anyone be highly against removing Toolbox's ability to fix gens faster?
Edit: Read at the very bottom of this to see what solutions the players have come up with.
While this is very VERY unlikely to happen, I want to discuss a hypothetical mega rework of generators.
What would you say about a big change that standardizes gen speeds?
What i mean is mainly, tool boxes can no longer be used to increase gen repair speed, however both killer and survivor perks can still influences generator repair speeds, but all are nerfed. (And this means both Perks that increases gen repair time, and perks that work against generator repair times.)
All in all, these changes are made to set the gen repair rate at an average speed that both parties can accurately account for.
Is this a bad idea or do I perhaps have something good here? What are your thoughts?
Solution:
- Toolboxes can no longer increase generator repair speed, but instead give a protection bonus against regression and give additional repair speed to a damaged generator.
Comments
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So just remove toolboxes altogether? Because that's pretty much their only purpose.
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They can still sabotage but the idea around the discussion is whether setting a average gen speed would be better for the game overal
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That is the fault of the game as much as power creep. And perhaps that just also shows that toolboxes also needs to go.
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Sure as long as all killer addons go bye bye as well, I’ll take the trade
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This is too much 'standardisation' if you ask me.
What's next? All survivors and killers move at the same speed? 100% fixed for survivors and 110% fixed for all killers. All loops standardised so if you just keep running the killer is guaranteed to catch up within 30 seconds.
All hooks exactly 20 meters apart so that it's impossible to wiggle off between them and Boil Over always lets you wiggle off just before you get hooked. All clutter removed so there's a straight line between every hook.
Boosting the speed of any action should be possible, but a limited resource or require certain conditions, and that's exactly what Toolboxes are. This allows for 'comeback' techniques. So where the killer may have dominated in the early game and established a 3-gen, you can use your limited repair speed boosts to counteract that and potentially break the 3 gen. It should be about smart resource management.
By all means nerf Toolboxes or toolbox add ons so that they better fulfil this role. BNP's are already getting reworked so that may be all that's necessary.
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They would need to 'fix' sabo usage with toolboxes, because when they reduced the Killer hit recovery from 3.0s to 2.7s, they didn't correspondingly reduce the sabo timer from 3.0s. Sabo would need to be short enough of a timer to be a threat, without being instant like old 99'd hook sabos.
In live sabo is so worthless that I sabo'd the hook near where my teammate got downed (while the killer was carrying them), I sprinted over to sabo the 2nd hook the Killer was heading towards, and they still were able to redirect to a third hook and hook them before my teammate was able to wiggle out. The only time sabo is of value is when working around corners of the map, Breakdown, and people being killed. The problem is corners still force someone else to pick up when dropped, 3v1s are a free win for killer outside of 1 gen remaining more than 50% progressed, and Breakdown seems to have a reverse Deliverance curse where the Killer either never hooks that person or never returns to hook when it is equipped.
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Items should remain useful. We don't need another "item pass" like the medkit one that made all the medkits and addons bad and boring (except for the insta ones which have remained the best addons since forever)
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Keys are actually pretty OP to read auras. Gives you wall hacks basically, if used effectively you can extend a chase long enough to effectively guarantee a loss for the killer.
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Overall this is something that i think should be done.
Either:
A) Gen speeds need to be normalized, such that gen progression, and gen regression things are very small, thus making them not "required" to play
B) Gen progression should be removed from the survivor side, and gen defense, should be made like exhaustion is now, where killers can only take 1 gen defense perk, and they are all normalized to extend gen repair times by roughly the same over the course of a whole match, just in different ways. Then we just decide how long we think a gen should take, and make it take say, 10-20 seconds less than that, and have every gen defense perk extend the total of 5 gens of time by 60-120 seconds. That way you can pick whatever flavor of gen defense you want, but now you'll have 3 perks to work with. And survivors can expect on average gens will always be roughly the same amount of time over the course of a whole match, rather that it being purely dependent on the killer's or their perks.
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Toolboxes shouldn't give extra skill chances, because it synergizes too well with hyperfocus and fogwise.
The most powerful toolbox combos need to be toned down a lot. A Commodious Toolbox with spool and swivels should not be deleting almost 20 seconds off of a gen by itself. This doesn't even require a BNP, or any perks to help the toolbox. This is just the toolbox (and yellow rarity addons) deleting almost 20 seconds.
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If toolboxes worked like BNPs and maybe just made it so like X amount of time you repair, using X amount of charges per second, that progress cannot be regressed, then I think toolboxes would be fine.
Right now I only use them to get Blast Mine quicker, but it's not that big of a fuss for me.
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These perks are useless without toolboxes. Might as well delete them.
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I think a choice of items used to make the game more dynamic and fun. Now after med kits are all the same, it got rather boring. They should just remove them, along with keys and such. I think items need a huge overhaul and should be useful.
If they are messing with tool boxes or any add ons, then yes just remove items all together, I won't be using anything anymore. Sometimes I'll bring a medkit with a shot, but even then it takes so long to work the killer just finds me and tunnels me again.
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I dont hate the idea, but i'm more for nerfing some of the charges addons. Maybe make commodius 24 charges and go up to 38 with double charges
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My bloodweb is already cluttered with near-useless items, add ons, and offerings so why not just go ahead and nerf the only good item we still have. Then I can farm BP for no discernible reason.
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Sabo would have to be buffed then. As it is right now, doing a sabo build as solo is not very reliable for the most part.
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I want to say, this suggestion isn't made to gut survivors out of spite, or to do anything bad. It is about nerfing EVERYTHING that affects generator repair speed.
This means also gutting gen regression killer perks. The only issue is that Toolboxes are the BIGGEST factor in the game that affect generator speed.
I really do wish that toolboxes did something else other than repairing and sabotaging but at the moment they don't.
The entire purpose of this hypothetical change would be to make Gen Speeds more average, with only a couple of seconds alteration through perks exclusively.
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In that case, if it is a comeback strategy, why not have survivors not be able to take toolboxes into the game, and they can only be found in chests.
In exchange, the rarity of toolboxes you find in the game and buffed significantly. BNP can even be a common addon on them. But you need to find them first. How about something like that?
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That would be fine. As I said, I really do wish Toolboxes did more than just repair and sabo.
I really do wish keys and maps did more, and didn't become useless items after they were reworked in the past.
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So that survivors have only 2 items to choose from and the other 3 are just bloodweb clutter?
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I see people in this thread that'll make them useless but I get sabo saves/ lose a hook to a sabo saves all the time? It won't make them useless at all
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There's many people that want a limit to how fast a generator can be done and how fast / much it can regress, I feel this is a weird approach to this idea.
If you heavily nerf all regression perks, (and maybe make them non stackable) and buff Saboteur then you can delete toolboxes. Delete keys and rework maps while we're at it. Survivors have too much useless stuff on their bloodwebs to make an other item niche.
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I always think that a 99 Gen can regressed to 0 is why Gen regressing speed has to be low. Im up for x3 the speed if Gens have check point at 33 and 66 that cant be regressed further than than.
And certainly combined with the total regressed Gen time can happen in a match. 180sec perhaps. Then Im also up for Toolbox removal.
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I wouldnt mind toolbox not speed up gens but here is my issue. If you make it so that they only work as sabo items, then your gonna see kills lobby dodging because sabo squads are annoying. I think the tool boxes should only speed up gens that have lost progress or have been damaged. What do you think about that idea?
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Not a bad idea actually. Make them function similarly to how the new BNPs will.
Instead of increasing repair speed, they don't repair at all. Instead any "repairs" made with the toolbox take charges away from the maximum required charges.
If the killer doesn't interrupt and regress the gen, then using a toolbox changes nothing and doesn't speed up repairs at all. But if you use a toolbox and it takes off say 30 charges, then if that gen regresses to zero, it'll only take 60 charges to re-repair.
Less genrushing, but more protection against regression and 3-genning.
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Would anyone be opposed to med-kits not being able to self-heal survivors? Title of the post. You would be making survivor items not very powerful. Survivors would be less happy because bloodpoint would be meaningless for them.
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This is a very drastic suggestion, but I am for it
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This actually really sounds dope.
Toolboxes are used to catch up any lost progression on a generator. That's a great idea!
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Very true. Though, that is more a design flaw of early survivor items
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The problem is, that sabo saves require all of a, skill b, luck c, good map. If you didn't get even 1 of those 3 things, your sabo does not really matter (at best, killer have longer walking distance).
Say you get a skill of correctly picking hook the killer will go for and are able to hide enough, you got luck that the downed survivor wasn't downed next to a hook and that the hook you want to sabo is not visible from everywhere. You can still be on saloon making your sabotage absolutely useless, because killer can still carry a survivor to yet another hook - because it's that close.
But sure - from time to time you will get all 3 of those. But getting flash save is comparably MUCH easier already + has less counters in (on the other side more reliable) perks (basically just franklins and lightborn - while sabo can be countered by iron, agi, mad grit, starstruck, franklins - to get sabo save, you most of the time have to take a hit as well so that killer won't be able to get to that next hook)
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Yeah honestly if the limitation range isn't too small that it makes speed/regression perks insignificant it wouldn't be so bad. It would also make balancing those perks (+toolboxes) much easier considering a lot of the time they're fine on their own but too strong when stacked.
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Exactly!
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So this has actually inspired me to theorycraft the rework for it.
If we give Toolboxes a similar effect as the new BNP, and have a portion of those repairs instead be subtracted from the generators maximum charges, this gives toolboxes a strong protective value against regression perks. This not only serves as an indirect nerf for regression perks (meaning you don't have to overcomplicate things by nerfing those perks at the same time), but also allows for the gutting of increased repair speeds on toolboxes, as detailed below:
So while charges have been significantly increased, repair speeds have been virtually removed entirely, except for Engineer's (10% instead of 100%) and of course the add ons, which have been been reduced.
Mechanically, this would work by having half of your charges repair the generator normally, and the other half subtracting from the maximum required. A regular Toolbox with 30 charges and a subtraction rate of 50%, means that after 30 seconds of repairs (at normal repair speed unless effected by perks) you will have protected 15 charges in total. If that generator is then interrupted and regressed to "zero", 15 charges will remain, or it will only require 75 charges to repair to full.
Moreover, this I think would make the Engineer's Toolbox the 'best' toolbox, instead of Commodious, as it should be for a Very Rare item. As the Engineer's will have the 10% repair speed bonus with a protective power of 20 charges after 18 seconds of repairs, while the Commodious has more charges, but takes more time for a protective power of 25 charges after 50 seconds.
All in all, this virtually eliminates toolbox use for genrushing, and makes it a counter to regression instead, which make them more effective at 3 gen scenarios, or battles of attrition.
Caveats: due to the increased charges, Sabotage depletion rate will need to be increased, I would say from -2c/s to -3c/s, this will make them slightly more sustainable for sabotage instead of repairs. I wouldn't want to double it because the charges haven't been entirely doubled, and that would make it a nerf for sabotage as well. Additionally, the skill check chance would have to be reduced from x5 back to maybe x2 again, as the duration of toolbox use will dramatically increase, the Commodious will go from being depleted in 21 seconds, to 50 seconds.
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I'll start by saying that most people on this forum seem to only been playing Dead by daylight for a short period of time. Not too long ago tool boxes could get up to 200+ charges and years ago brand new parts could finish a generator in 20 or 30 seconds, I think, but people still want things nerfed. I'm more of a killer main(still play survivor plenty) but I think it's a terrible idea. Toolboxes are in an ok place rn. The bigger issues with games is the matching not working properly and people being able to use voice communication(either through discord, Playstation/Xbox chat parties, etc). Another note is people saying maps and keys are useless when they're far from useless but you can't convince them otherwise. I would like to see new very different items add. I discussed it some on another post.
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My problem with maps and keys, is that they each do half of the same thing. I'd much prefer it if we had one item class that was used to track auras, which auras tracked being customised by add ons but being able to track other survivors by default (serving as a viable alternative to the likes of Kindred/Bond/SWF), and that power was a little more effective at what it does.
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This is incredible. I really really hope one of the mods or devs see this.
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Im just glad this idea didnt get pushback💀
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honestly i wouldnt, they can already sabotage, flat increase to repair speed is a really boring effect which is why i didnt ever bring toolboxes as surv for a while
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Rarity does not dictate if something is good or not, it just dictates its rarity. Trying using a key sometime with addons that let you see the killer's aura while you are being chased sometime and you'll realize how strong they can actually be.
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Curse? Isn't avoiding being hooked a good thing?
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You plan to also decrease base-time sabotage speed? Or why did you nerf alexis by freaking 25%? That's basically making the toolbox as useless for sabotaging, as any other toolbox. IDK but if this goes thru, you can remove the whole mechanics at this point and leave just saboteur perk.
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Lmao, ok. First off it's all theoretical, plus I'm still adjusting things so I'm not set on anything, there's no need to quit the game.
25% is 0.66 seconds, making a sabo take 2.33s. That's still faster than Saboteur, which is about to be buffed to 2.7s. Its more than adequate, faster than killer attack cooldown, and lightens the impact of sabosquads a little without making sabo any less effective.
But maybe 33% would be better, that would make it 2 seconds.
Edit: I was wrong. It's increasing speed, not reducing time required. This makes a difference and actually, 50% is what I thought 25% was. It doesn't decrease 3s by 50% to 1.5s, it increases speed by 50%, which makes it 2 seconds. So in a roundabout way, my 33% was bang on.
Post edited by Seraphor on0 -
Seriously, try it, its wall hacks. Want to know what else is true about the "wisdom of the crowd" in DBD?
The "Wisdom of the crowd" also sees that nurse is the worst killer in the game, and Pinhead, Sadako, Wesker, and Freddy are some of the best in the game.
The problem is that when people use keys, they think of it merely as a way to escape using the hatch. Seriously, look at the addons, and think about it for just one second.
You can see the killer's aura within 32 METERS?! that is NUTS. Use that in a chase around a loop and see how long it takes a killer to catch you. Combine that with a skeleton key and a duration addon, and you are looking at the killer's aura for a full 22.5 seconds of time in a chase. And this only if you just hold the thing down, which you don't need to do. You simply toggle it for a second or 2 and you know what the killer is doing, if used correctly it will probably last you a whole match.
Post edited by Reinami on0 -
I agree with this so much rn
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The numbers lie. It's supposed to be 2.5s, but in fact both are 3s (but speed addons make toolbox quicker). Those 0.66s is enough for you to only do sabotage when you are already at the hook someone has picked up. It's absolutely game changing. The 0.2s buff that saboteur got this upcoming patch is already huge and the viability of the perk went up by insane margin.
Sabotages are super sensitive on timing. It's similar to vault. Like resilience is supposed to be 9% faster vault for an action that takes 0.5/0.9s (mid vs fast vault) - and it still is noticable. Thats 0.045/0.081s. And it's still a perk that people bring for this entire purpose (plus genrush as a cherry-on-top). Now compare it to 0.66s...
And of course I am touchy at the subject. It's the main reason I enjoy the game. This nerf would make 1/2 of the builds I play no longer viable (and sabo toolbox absolutely not worth taking).
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Skeleton Key with Blood Amber and Prayer Beads gives you 22.5 seconds of use. But the fact that you need to use a Skeleton Key at all is the issue. There's no reason why the Broken Key should be useless for both the hatch and aura reading.
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You are correct on the numbers, but the point still stands that that is quite OP.
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I was making a joke about the Deliverance curse is never getting perk value due to getting hooked first. Breakdown is the opposite, with wanting to be hooked once on the corner hook to prevent hooks there for 3 minutes. Alternatively the Killer isn't camping hooks and hunting down people across the map instead. Curse is just being used to say 'not get perk value', not 'help win the match'.
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