Reworking brand new part
how about we brainstorm new mechanics that push survivors away from rushing generators? A single-use strong add-on should encourage them to help each other out.
@[Deleted User] said:
As a solo queue teammate since 2020, I believe it's about time toolboxes receive the same treatment as medkits did in order to maximize the interaction between survivors during a match. The thing i love the most around medkits rework is the encouragement to help out a teammate.
Under this circumstances, toolboxes should also head in the same direction. In the current state of the game, the ability to increase efficience in reparing a generator is very inadaquate for the reason that we already have enough perks for gen progress. Besides toolboxes currently even allow survivors to load into a match and barely interact with other players, just do gens and leave.
So my idea is:
- Make it so toolboxes have two side objectives: sabotage hooks or craft a remnant pallet
- A remnant pallet can be reconstructed by assembling the remains of destroyed pallets with a toolbox. It spawns already dropped replacing the destroyed pallet (if you guys believe this is too strong just make it a single-use add-on substituting the brand new part).
- Fast vaulting a remnant pallet gives the survivor a 3% haste as long as they stay in a range of 16m from it (a incentive to use the toolbox to craft it).
- If kicked by the killer, the remnant pallet inflicts a debuff on him for a few seconds (could be hindered or blindness status effect, slower speed upon breaking action - some ideas for a variety of addons that impact the gameplay)
- Toolboxes now hold the same amount of charges across all rarities (lets say about 20-24 charges just as medkits) and an action to repair a gen reduces the efficience.
- Rarities only affect the speed to complete side objectives and add-ons would need minor tweaks here and there.
The idea came from the anniversary stream where the devs introduced the charge system for the anniversary in-game event. i hope you guys consider this suggestion 'cause i believe it could encourage teammates to help out in other ways than just doing gens (anything to make the game less straightfoward can improve the quality of the gameplay). Thank you for reading and see you in the fog! π
Comments
If I go against a SWF that crafts four god pallets out of their remains I would just DC. I break those pallets for a very obvious reason reason.
I don't really have strong opinions against toolboxes as they are, but I think the idea about crafting a pallet would be a really cool perk at least.
Why not both?
and if repeated God pallets are a concern, maybe cause remnant pallets to leave no scraps behind, so itβs at most one replacement.
I feel you. Playing as Trapper against a SWF that keeps raising god pallets from the dead on Gideon Meat Plant is a nightmare scenario π. But what do you think about it respawning already dropped once for each pallet? That way survivors can't greed it, the killer can break it instantly and retain the knowledge that a survivor took time away from pumping gens. The devs should also give the respawned pallet an unique design so we identify it properly.
I've voted for the debuff, but i think BNP should have their % lowered, or just protect the gens from SOME regression (like 50% less regression applied to that gen over 100 seconds).
Crafting a pallet from nothing would turn some maps into a living hell for most of the killers in the game.
I agree with this. BNPs should receive a percentage modification.
I'd prefer BNP to be something like "Once consumed, for the next 40s, the gen can not regress from basic kicks and cannot have ongoing regression" (PR/Jolt/Pop would still work, just not keep the gen regressing after activation), to make it a 3gen breaker instead of bonus progression.
You honestly think protecting a gen from basic kicks and base regression for 40s would be worth running, let alone as an iridescent add on? An add on that has to be timed, rely on the opponent to actually kick the gen after its been used, doesn't protect against the most common forms of regressions (perks) and saves AT MOST 12ish seconds of gen time?
You think people would bring that?
I didn't give the most thoughts about it, I'll admit, but I stand by something similar, aka preventing regression rather than boosting progression.
It shouldn't be something uncounterable in my opinion, hence why I initially spared perks from it. Maybe they should be included.
That being said, I never bring it as is anyway, so it's a moot point for me. It could be removed and I wouldn't bat an eye.