In much the same way as medkits, it's time for toolboxes to get the axe
Gen speeds are already ridiculous without toolboxes. Why is it deemed acceptable that I'll play as Blight with Lethal, instantly get my first chase before Lethal even expires, down the survivor maybe 20s afterwards, and I still lose TWO gens by the time I get to the hook?
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The weaker toolboxes are fine. It's mainly Commodious toolboxes + extra charge addons that are the issue.
Precisely. Toolbox charge addons shouldn't exist, and toolboxes with more than 24 charges shouldn't exist. Also, toolboxes shouldn't have added skill check chance. The synergy with Hyperout has been around for far too long to be ignored, it's only a matter of time till survivors migrate to it when their MFT crutch inevitably gets nerfed.
Hyperfocus actually requires you to be good at hitting skillchecks. The meta is nearly always the most low effort high reward set up ppl can find, I personally don't think we'll never actually see hyperfocus be used in mass despite how clearly crazy it is due to that.
They deserve nerfs, but certainly not by the same team who butchered Med-kits. They deserved nerfs too, but at least they had distinct identities beforehand. Now they are different flavors of 5% altruism. That isn't a rarity change, that's 1 medkit 4 times. Just a boring nerf that could have at least kept medkit identities intact.
Ideally they reduce Sabo charges from 6 to 4, and reduce all toolbox charge values by 2/3rds as well. That way Sabo is unaffected (other than how unplayably bad it currently is, with 2-3 hook sabos still often not being enough to prevent a hook on most maps), and repair rates are significantly reduced.
Also Hyperfocus just needs to not work with Toolboxes at all. It should be the autodidact of gens, so I don't know why they give those benefits stacking with Toolboxes.
Yeah it's really just the green one + yellow addons/BNP. Even after the "nerf" BNP is still stupid strong, in some ways it could even be argued it's stronger, since let's say you use a BNP pre nerf, and someone gets hooked, the killer comes with Pop and kicks the gen. Boom, that BNP progress is gone. But now, Pop is actually less effective, and the extra reduction bar from BNP doesn't get removed.
Flashlights being disabled gave me a new appreciation for them. It sucks going against a bully squad with them but holy #########, when they were gone and everyone was running strong med kits and toolboxes that was a nightmare. Gens were popping left and right with no counterplay.
Which is exactly why MFT + Hope is meta. Literally 0 things to do on your part, no micromanaging Exhaustion to 97 or 98 your Sprint Burst and time it correctly, no having to learn how to Fast Vault close to windows to get the most out of Lithe, just get hit/get to end game and boom, you're harder to catch. They are the very definition of a crutch in a video game. Because really, the other Speed perks are actually better (Except you Background Player you just suck) but since MFT requires 0 thought process it's way better. From the literal worst player in the game to the best player in the game, MFT will be strong on both and everyone in between.
Hyperfocus is on paper OP, but it's high risk high reward. You run the risk of exploding your gen, for the reward of completing it a bit faster potentially, or you could just run Prove Thyself and co-op gens instead.