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:

    @SoGo said:

    Hello everyone!

    So, I am now on post talking about how I'd improve an item type number 4. (Links for the rest at the end of the post.)

    Now, it's time for toolboxes. The main things I want to achieve with these changes is to make them a bit less unbalanced, and make them each specialized for a certain kind of playstyle. Enjoy!

    Worn Out Tools:

    • 20 Charges
    • 25% faster Repair speed
    • 50% larger Good Skill Check zones
    • Great Skill Checks do not appear.
    • 30% slower Skill Checks
    • Unlocks the Sabotage action

    This one would be tailored to beginners and people who have problems with Skill Checks. I also decreased the repair speed and removed great skill check zones to avoid potential abuse with Hyperfocus.

    Toolbox:

    • 20 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action
    • 50% faster Sabotage speed

    This one would become a jack-of-all-trades, but unlike the current one we have (Commodious), it's not just the best in any thing it does.

    Commodious Toolbox:

    • 28 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action

    It should only be focused on repair, not also sabotage. I also trimmed down the numbers just a smidge to even out the field a bit.

    Engineer's Toolbox:

    • 16 Charges
    • 100% faster Repair speed
    • Unlocks the Sabotage action

    The only real change is that it no longer sabotages faster.

    Mechanic's Toolbox (REMOVED)

    Alex's Toolbox (Unchanged)

    Next up, add-ons. These are, imo, some of the main offenders behind why toolboxes get so ridiculously strong in certain ways. These are the changes:

    Instructions (Common):
    • Now removes the regression caused by failing a Skill Check while repairing with a Toolbox.

    Clean Rag (Common):
    • Decreased Repair Speed bonus from 20% to 10%.

    Scraps (Common → Uncommon)
    • Increases the bonus from Great Skill Checks by 1%.
    • Causes the Skill Check pointer to have a chance to go backwards, faster, or slower.
    • Causes the Skill Check zones to have a chance to be smaller.

    Protective Gloves (REMOVED)

    Spring Clamp (Uncommon):
    • Now can be permanently applied to a single gen.
    • Single use, no Skill Check required.

    Socket Swivels (Uncommon → Rare):
    • Decreased Repair Speed bonus from 30% to 15%.

    Wire Spool (Uncommon → Very Rare)

    Brand New Part (Visceral):
    • Now, it also reduces the total Charges of the Toolbox by 12.

    Thoughts?

    Related discussions:

    Part 1: Maps / Part 2: Keys / Part 3: Fog Vials

  • How on earth is it "more healthy" to allow toolboxes to permanently remove a hook from the game?

  • @SoGo said:

    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:

    https://forums.bhvr.com/dead-by-daylight/discussion/453793/my-item-revisions-vol-4-toolboxes

    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/strong

  • 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

  • @Coffeecrashing said:

    How on earth is it "more healthy" to allow toolboxes to permanently remove a hook from the game?

    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

  • @rvzrvzrvz said:

    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

    Like I mentioned in a previous reply to @SoGo
    Numbers can definitely be tweaked if they are too strong or too weak.

  • 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? 😭

  • @THE_Crazy_Hyena said:

    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.

    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.

  • @cogsturning said:

    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? 😭

    Replaced by the Entity box ;)
    I did think about your Built to Last

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993602#Comment_3993602

    Replaced by the Entity box ;)
    I did think about your Built to Last

    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.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993602#Comment_3993602

    That's a good thing. Survivors need actual side objectives and alternate playstyles again. Invocations are trash, boons got nerfed to be pretty bad most of the time, making it so killers need to down the survivor before they get to a safer area would be an interesting change of pace.

    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.