Survivor items changes
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
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.
Defeats the main use of flashlights.
Toolboxes need nerfs, not a buff to long term repairing.
Defeats the whole purpose of keys.
This is fine. I'd add that the beam should also show an aura to help on indoor maps.
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. )