It'd be a crap perk even without that 5% hinder. With the hinder it's just a throw the match perk.
No this is actually a really good perk that'd make chest builds viable. Pair it with streetwise for an extra 40% then throw on ace in the hole and you would have an absolutely juiced toolbox.
No this is actually a really good perk that'd make chest builds viable. Pair it with streetwise for an extra 40% then throw on ace in the hole and you would have an absolutely juiced toolbox.
You can't be serious. Even a juiced toolbox can't make up for the time wasted traveling to and opening chests and it's a 1/6 gamble that you'll even get a toolbox.
I remember when Streetwise was bugged and I charged some absolutely juiced toolboxes and other items but it didn't increase my or my team's survivability due to the time wasted searching for and charging up items. It sure was fun though.
Better to bring a Commodious Toolbox with charge addons and recharge it with Built to Last.
If chest builds are to be made viable they need to give survivors buffs for opening chests.
You can't be serious. Even a juiced toolbox can't make up for the time wasted traveling to and opening chests and it's a 1/6 gamble that you'll even get a toolbox.
I remember when Streetwise was bugged and I charged some absolutely juiced toolboxes and other items but it didn't increase my or my team's survivability due to the time wasted searching for and charging up items. It sure was fun though.
Better to bring a Commodious Toolbox with charge addons and recharge it with Built to Last.
If chest builds are to be made viable they need to give survivors buffs for opening chests.
Then pair it with scavanger. The point is that having a really good toolbox and being able to apply pressure rapidly to a vital gen is extremely valuable. Don't get me wrong, you do have a point and I think they should remove like 75% of the junk items from the game because of how much their existence ruins chest builds. But being able to get a commodious toolbox with potentially over a hundred charges would be insane value.
Maybe chests could open faster like with Pharmacy but I do think the hinder is necessary. Why? Because combining with a perk like Ace in The Hole could give a strong add-on and with 100% extra charges.
Maybe chests could open faster like with Pharmacy but I do think the hinder is necessary. Why? Because combining with a perk like Ace in The Hole could give a strong add-on and with 100% extra charges.
I think Pharmacy is actually a good perk and I have ran it a lot myself. But still no one uses that perk. Over the last year it's had a <0.25% pick rate (that's less than once ever 400 games) according to NightLight. And Pharmacy is a perk with multiple upsides and no downsides. Spending time searching for, traveling to, opening/rummaging chests is already a large downside that I doubt even buffed Pharmacy will overcome, and I plan to run it!
Your perk has multiple downsides:
hinder,
added visibility from the larger item,
doesn't guarantee a particular item or at least negate maps, keys & fog vials,
and I bet it's hard to implement and make large items look good with DbD's character movement animations.
Maybe if you added something like
With this perk equipped you drop items 100% faster
but even then I doubt this perk would be seen in 0.5% of matches once the initial goofy large item novelty wore off.
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Comments
thatd be a funny perk; I remember in My Little Oni, Jeff was hilarious because he carried around a giant bottle opener
It'd be a crap perk even without that 5% hinder. With the hinder it's just a throw the match perk.
No this is actually a really good perk that'd make chest builds viable. Pair it with streetwise for an extra 40% then throw on ace in the hole and you would have an absolutely juiced toolbox.
You can't be serious. Even a juiced toolbox can't make up for the time wasted traveling to and opening chests and it's a 1/6 gamble that you'll even get a toolbox.
I remember when Streetwise was bugged and I charged some absolutely juiced toolboxes and other items but it didn't increase my or my team's survivability due to the time wasted searching for and charging up items. It sure was fun though.
Better to bring a Commodious Toolbox with charge addons and recharge it with Built to Last.
If chest builds are to be made viable they need to give survivors buffs for opening chests.
Then pair it with scavanger. The point is that having a really good toolbox and being able to apply pressure rapidly to a vital gen is extremely valuable. Don't get me wrong, you do have a point and I think they should remove like 75% of the junk items from the game because of how much their existence ruins chest builds. But being able to get a commodious toolbox with potentially over a hundred charges would be insane value.
Maybe chests could open faster like with Pharmacy but I do think the hinder is necessary. Why? Because combining with a perk like Ace in The Hole could give a strong add-on and with 100% extra charges.
I think Pharmacy is actually a good perk and I have ran it a lot myself. But still no one uses that perk. Over the last year it's had a <0.25% pick rate (that's less than once ever 400 games) according to NightLight. And Pharmacy is a perk with multiple upsides and no downsides. Spending time searching for, traveling to, opening/rummaging chests is already a large downside that I doubt even buffed Pharmacy will overcome, and I plan to run it!
Your perk has multiple downsides:
Maybe if you added something like
but even then I doubt this perk would be seen in 0.5% of matches once the initial goofy large item novelty wore off.