The Toolbox Rework | A Dead By Daylight Concept

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  • Опубликовано: 14 окт 2024

Комментарии • 46

  • @jaredwhitten2876
    @jaredwhitten2876 2 месяца назад +14

    I'm glad you actually noticed scavenger and gave it an appropriate change as well.

  • @Epic_Semibold
    @Epic_Semibold 2 месяца назад +9

    I think if a rework like this happen, it would be better to make the toolboxes have different model to make it so that the killer can have counterplay against the different possible playstyle. It would reward knowledge from both survivors and killers while allowing counterplay and change in a match, allowing and encouraging different strategies from both side to try and play around the items the survivors uses. Some killer may want to check some generator closer, because they know one of the survivors has the "stealthy toolboxes". More choice while making the make clearer for new player is almost always a good thing.
    Also, another great videos and concept! Those are still exciting and interesting to analyse.

    • @Sir.Fingers
      @Sir.Fingers 2 месяца назад +1

      They should give a buff too toolbox’s that allows survivors to hit the toolbox on the killer head and kill them through brain damage

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад +2

      Thank you for taking the time to share your ideas. I think that this would be a great addition to the toolboxes and encourage some different counter-play. Initially I had thought that 'Sabotage Toolboxes' would look distinct from 'Repair Toolboxes', though that wasn't something I explored in this video. I think that making all the 'Repair Toolbox' models distinct as well would be interesting, all the seasonal toolboxes have varied textures so why not regular toolboxes?

  • @felsics9441
    @felsics9441 2 месяца назад +2

    I like a lot of these changes! I think I would make just a couple tweaks:
    1) Swap engineer and commodius effects. Making basically hyperfocus into a toolbox is still gonna be The Best, though not useable by everyone, so it should be the highest rarity. Thematically, it would also be the Engineer’s toolbox that requires skilled hands to use.
    2) I’m a little unclear on what Guaranteed means on the commodious. Would it just be like. Immediately after hitting one, another triggers? If so, then this is still going to be the best toolbox to use, and if not, the numbers could maybe be buffed a little. I don’t mind one toolbox technically being the best, especially if this one got swapped to a very rare, and I like that the numbers are conservative with the great skillcheck bonus, because good players can hit them way more often than not. But if it’s not Constant skillchecks, I think the bonus could go up to maybe .4 per token.

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to leave some feedback and share your ideas.
      I can definitely see the reasons for swapping the effects of the two toolboxes. The only thing is that I think the 'Commodious Toolbox' would need a new name as it would now have the fewest charges available. Other than that I could definitely see their effects being swapped, I also think that in the right hands the Skill Check Commodious Toolbox could be the most powerful of the toolboxes.
      As for the guaranteed nature of skill checks, a skill check would be guaranteed to occur after the Commodious Toolbox has been used to repair 10 continuous charges (roughly 11% progress) on the generator without interruption. This means that if a survivor was to fully repair a generator with this toolbox without any interruptions they would receive a total of 8 skill checks. Assuming that all the skill checks are great you could gain a total of 13% bonus repair progress from hitting the skill checks alone. Combine this with the improved repair speed and a survivor could save a total of 18 seconds under the best circumstances. If the bonus was improved to provide 0.4% bonus progression per skill check per token then a player could save a total of 18 seconds alone by hitting their skill checks, under optimal circumstances. Combine this with the repair speed bonus and the new version of the Commodious Toolbox could be just as powerful as it's current form, though more difficult to use. I settled on the 0.2% bonus based on how much time *could* be saved, though it may be unrealistic to assume that this would occur in the 'average' match. Do you think that balance should be focused around an 'optimal' set of numbers or that the balancing should assume that there will be mistakes and/or interruptions? I wasn't quite sure where the perfect balance would lie and so settled on some safe values. This way people would get an idea of the toolboxes niche (chaining great skill checks) and the numbers would simply give an idea of how the system could work.

  • @blackdragonproductions121
    @blackdragonproductions121 2 месяца назад +15

    Please apply for a job at BHVR, you’re a game design genius and the community needs you!

  • @tannerosimmons
    @tannerosimmons 2 месяца назад

    This is probably my favorite rework video you've done so far. I love the way you've given each toolbox its own unique identity and allowed a perk like Scavenger to feel less awkward in its execution. Would love to see something in this vein eventually come to fruition, great stuff!

  • @Crusader-wy7sh
    @Crusader-wy7sh 2 месяца назад

    Another banger as always, i stop what im doing every time i see you've posted

  • @Kek393
    @Kek393 2 месяца назад +1

    Honestly the same can be said about the Medkits. Ever since their latest rework they completely lost their identity and they have no difference but "heal someone else faster".

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to leave a comment. I remember being very disappointed at how the med-kit rework was handled. Whilst they certainly needed some changes I think that homogenising them was perhaps the least interesting way to do it. It felt like BHVR made a series of number adjustments in order to quickly deal with an issue rather than exploring a potential rework that could have adjusted them whilst keeping them distinct and interesting. This was something I wanted to avoid with this toolbox rework. Do you think that this concept managed to avoid making all toolboxes the same, or that they would need other changes in order to be more interesting and/or useful?

    • @Kek393
      @Kek393 2 месяца назад

      @@DBDBalanceBeyond I think your concept avoided the main issue that's making different toolboxes just worse than their purple versions. The fact they don't interract with perks like Deja Vu is also a good change. I'm not exactly that well versed on Survivor stuff since I mostly play killer but I generally think your ideas are at the very least good starting points for a discussion.

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      @@Kek393 Thank you for taking the time to respond. I'm glad that you think this rework avoided the same mistakes as the medkit rework. You mentioned that you mainly play killer, I'd be curious to know if you think that toolboxes in their current form are problematic and if you think they need changes at all.

    • @Kek393
      @Kek393 2 месяца назад

      @@DBDBalanceBeyond Toolboxes rn combined with how much gen speed there is + how much they nerfed gen regression is absolutely insane. If you run BNP and Lara perk you basically get rid of like 30% of the gen gone without actually progressing it. Add to that the Invocation and you basically have a gen that requires half the work. Toolboxes would be fine if there wasn't so much support for genrushing.
      In short, while Toolboxes aren't even the main culprit anymore, if we don't want to nerf the perks, the toolbox speed needs to be kept in check.

  • @swartalfguy6277
    @swartalfguy6277 2 месяца назад +8

    this is criminally underrated

  • @Philscooper
    @Philscooper 2 месяца назад +7

    this is a nice rework idea and not just a jeallous attempt to kill off toolboxes

  • @antoninbertin-denis9545
    @antoninbertin-denis9545 2 месяца назад

    I'm late my bad!
    Wow, pretty good change, I like it! Really good actually! Each toolbox has its use, and overall is more engaging. The add-on change too is really good. It's rare that I have almost nothing to say, even for good ideas, there are little stuff to discuss but here...
    •Alex's Toolbox should get its unique item type to help beginners differenciate it from the Toolbox crowd, and maybe have a less rare Sabotage Item because I have like 2 Alex's Toolbox with P34 because of the daily sabotage ;-;
    •4 BNPs can really destroy weak killers like Trapper. He really needs to fight in endgame, but with 4 BNPs it gonna be really hard, cause for each second repairing a gen, Killer needs 8 second of regression. Without the 5% too. On 4 gens. That's kinda harsh. What I would suggest is, in addition with what you said previously : regression is 25 % slower (1s -> 6s) and breaking speed is 10 % faster. Yes breaking speed is not really useful as breaking speed, but it allows the other side to know this gen is BNPed. I still prefer this to the permacharge version because with Weaving Spiders and Specialist, a single Survivor can easily get -32c and it's kinda scary...
    Overall, pretty good stuff, just never forget that when something is really strong, you need an indication for the other side ! Otherwise we can get another MFT case !

  • @SinNombre-_-
    @SinNombre-_- 2 месяца назад +1

    Not sure if I like the idea of removing the sabotage action for all generator toolboxes, I really enjoy having the flexibility of sabotaging a nearby hook if the perfect opportunity appears in front of me.
    I like the idea of giving different effects to each toolbox, that seems interesting

    • @themagicalbeast6188
      @themagicalbeast6188 2 месяца назад +1

      At the start I assumed the brown tool box would do both and the rarer toolboxes branched of into their specialty.
      Though he did say sabo would be covered in another video, so maybe he will add a basic sabo to the brown toolbox.

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад +2

      Thank you for taking the time to leave some feedback. The focus with removing the sabotage action was to make toolboxes focused on their own niche. I want to explore the topic of sabotage some more at a later date and explaining it in this video would have seriously bloated the runtime. In the meantime, I'd be curious to know what you think of the recent changes to the sabotage speeds of toolboxes. The reactions I've seen have been quite polarised since it's release. I'd be interested to know what you think about it.

    • @SinNombre-_-
      @SinNombre-_- 2 месяца назад

      ​@@DBDBalanceBeyond​As killer I haven't gone against any groups of survivors using them, so my input might not be as valuable as I haven't seen them at their strongest.
      But against lone survivors trying to sabo in front of you, it feels the same as before the change: either their sabo toolbox is fast enough to sabo while you are in the M1 recovery animation, sacrificing a health state + inmediate chase to prevent a hook state, or the toolbox isn't fast enough and they give you a free down...
      As a survivor, I keep using it to prevent the killer from hooking the survivor near the generator I was working on, so the changes aren't impactful for my playstyle.
      Thanks a lot for your amazing videos ❤

  • @babblekat3957
    @babblekat3957 2 месяца назад

    I really like this! I have two concerns: 1, Some of the changes seem a bit like training wheels for new players and wouldn't really benefit higher skilled lobbies while others are the exact opposite problem of being objectively better assuming that you're skilled enough. 2, The Brand new Brand new part, while cool, feels like It would encourage more use of some of the already meta gen regression perks like pop and pain res since it wouldn't affect those perks as much.
    Also would you be able to sabotage with any toolbox if you gave it a sabotage add-on, or would the alex's toolbox have a separate add-on pool from the rest?

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to leave some feedback. Some of the focus with these toolboxes and add-ons was definitely to cater to different skill levels. Most of the basics are focused on making things easier or less punishing because those basic items and add-ons are usually what's available to newer players. Conversely, more experienced players are more likely to have access to better items and add-ons. Still I think that there could be some benefit to experienced players using the basic items and add-ons. They would be lower reward, but also lower risk. Do you think that adjustments should be made in order to make the basic items and add-ons more useful to experienced players, and if so what ideas do you have? Further, do you think that the more difficult to use items could do with nerfing or that focusing on accessibility would be more beneficial?
      With the Brand New Part, this was something I had considered. The focus was on creating an add-on that allows players to maintain progress that they have already achieved with their toolbox. By making META perks the counter, I had hoped to achieve some reasonable counter-play. If the counter was a niche off META perk that is normally less useful, people would be frustrated by not knowing if they need to take 'strange-niche perk', given that you wouldn't know if a survivor is entering the trial with a Brand New Part or not. Whilst having currently META options as the counter is arguably less interesting, it also means that players aren't forced to guess whether or not they should alter their loadout on the chance that a specific add-on might be used. Do you think that adjustments could be made to the Brand New Part to encourage more interesting counter-play or that a new effect would be needed?

  • @lazycloud4684
    @lazycloud4684 2 месяца назад

    always a pleasure to listen to your narration :)

  • @themagicalbeast6188
    @themagicalbeast6188 2 месяца назад

    I wouldn't use the clean rag.
    I feel like the trade breaks even, when I could bring one of the other addons instead. Maybe just a 10% bigger skillcheck?

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to share some feedback. The focus with the Clean Rag was to make great skill checks easier for newer players that might otherwise struggle with hitting great skill checks. The hope was to make an add-on that isn't simply an upgrade but instead makes things work differently such that a player can choose what would benefit them the most. I can see that to more experienced players this add-on would be less useful, though I think it could still have synergies with things such as the Socket Swivels add-on. With the adjustment to a 10 bigger skill check; do you think that the increased size of the great skill check should have a penalty, or that a simple 10% increase to the size by itself would be ok?

  • @Sinchu9
    @Sinchu9 2 месяца назад

    So would brand new part mean the killer won't trigger the anti-3gen feature behaviour has? And will a brand new part generator be visually distinct from a normal generator?

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to leave a comment. When this rework concept was made, the 'anti 3-gen' feature hadn't been implemented and so I hadn't considered it at the time. I imagine the installation of a Brand New Part would still allow for the gen blocking feature to occur, at that point it would make the Brand New Part redundant anyway. Further, I don't think that the generator would become visually distinct after a Brand New Part has been installed, a killer would need to identify the reduced regression in order to know whether or not a Brand New Part has been used. Do you think that these aspects should work this way or that there would need to be changes in order to make the Brand New Part more balanced?

    • @Sinchu9
      @Sinchu9 2 месяца назад

      @@DBDBalanceBeyond It would be really difficult for new players (or just players who have terrible mental clocks) to tell if your BNP is in play. While having the generator be distinct at a glance would be too much, something like the explosion side being reduced (like how pop makes a larger explosion (i think)). This would mean that 1: The Killer would have to kick the gen at least once to determine a BNP and 2: Its something that you would have to learn but is still instant feedback for the Killer
      Regarding anti 3-gen, behaviour said that it would only apply to 5% regression or greater damage actions by the player. So based on that, a BNP wouldn't trigger anti 3-gen. If the BNP would also slow passive regression then I think it shouldnt' trigger the anti 3-gen. Since not having that initial 5% is already quite a big upside. If you want it to trigger anti 3-gen, then having a BNP not slow the passive regression would be a fair trade off, as otherwise a BNP gen would basically be impossible to defend as a Killer.

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад +1

      @@Sinchu9 Thank you for taking the time to respond. I really like the idea of a reduced explosion size. I wasn't aware that this might be a thing with the perk 'Pop Goes The Weasel'. I think it would be a perfect addition and allow for players to receive immediate feedback, if they're paying attention.
      Once again, you are teaching me things. I wasn't aware that a 5% regression was necessary for a 'regression event' to be counted, though now you've mentioned it, it makes sense. If this is the case then I imagine that having a Brand New Part installed would mean that a generator kick wouldn't count as a 'regression event' and as such wouldn't contribute to a generator being blocked. I imagine that other instances of immediate regression such as Eruption, Pop Goes The Weasel and Pain Resonance would contribute to the blocking feature, given that their immediate regression would (hopefully) be greater than a 5% regression.

  • @MindbenderTTV
    @MindbenderTTV 2 месяца назад

    I love 90% of the reworks. I have 2 things to mention.
    First, I have a better idea for the engineer's toolbox: make it very useful against 3 gen situations. It should have a base 10% speed and 20 charges, but for each gen completed, the consumption rate of charges would decrease by 20% and the repair speed would increase by 10%.
    Secondly, you failed to mention Alex's toobox and any sabo related toolbox. I suppose that Alex's toobox will have its repair speed increase removed entirely and that would be the only sabo toolbox, right? Because I didn't see any addon to add sabo as a mechanic and running saboteur shouldn't be the only way to sabo hooks. Sabo is a skillful mechanic, therefore I don't want it removed. It was sort of implied by you when you said that toolboxes wouldn't unlock the sabo action by default. I llay both roles equally and I can say that sabo squads and "flashlight" squads can be dealt with if you are skillful enough. On top of it, I suppose the sabo addons would remain the same.

    • @DBDBalanceBeyond
      @DBDBalanceBeyond  2 месяца назад

      Thank you for taking the time to leave your feedback and share your ideas.
      Whilst I think that having a toolbox focused on countering '3 gens' could be useful, the implementation could also be tricky. If the toolbox you described were to be implemented, would it always receive its bonus, regardless of the proximity of the final generators? If so, then at any point having 4 generators complete would allow for a survivor using this item to repair a generator 50% faster for 100 charges worth of progress, if my maths is correct. This would allow a survivor to complete a generator by themselves in only 60 seconds. Again, this is assuming my maths is correct. Personally, I think that this may be a little much and almost guarantee that the final generator is complete in most circumstances. However, if there were limits to when this toolbox would activate, would that limit the utility of the toolbox and deter survivors from using it if they can't guarantee it's value? I'm not too sure, these ideas are all based on some assumed characteristics. Do you think that the version as I have understood it would be too much?
      I only mentioned sabotage briefly in the adjustments section of the video. Sabotage is a separate topic that I plan on discussing at a later point. In that video, the toolboxes and add-ons will be explored as well as some other points relating to the topic. The only part that I could explain in this video is that repair toolboxes wouldn't have access to the sabotage action and that toolboxes with the sabotage action wouldn't have the ability to enhance repairs in any way. The idea is that they would fulfil two separate rolls and a player would need to choose which they would want to add to their loadout.

  • @ornacia2666
    @ornacia2666 2 месяца назад

    Great video man

  • @Grizzybuzzy
    @Grizzybuzzy 2 месяца назад +1

    This is honestly perfect, in every single manner, well done

  • @CablesOut
    @CablesOut 2 месяца назад +1

    Another amazing job. Behavior really should hire you or consult with you!

  • @big_nick87
    @big_nick87 2 месяца назад

    im laughing at the idea of behavior trying to code in tokens on items and addons. the bugs this will bring would bring would be hilarious

  • @cjames9320
    @cjames9320 2 месяца назад

    Toolboxes 100% need nerfed

  • @MissionControlDRG
    @MissionControlDRG 2 месяца назад

    they suck, gens are all the objective which means the objective gone super fast

    • @entercorz6661
      @entercorz6661 2 месяца назад +9

      Stop repeating shit said from the video 😂

    • @MissionControlDRG
      @MissionControlDRG 2 месяца назад

      @@entercorz6661 and? I can't say something similar to what he said, it's not copyrighted

    • @entercorz6661
      @entercorz6661 2 месяца назад

      @@MissionControlDRG Broski😭

    • @MissionControlDRG
      @MissionControlDRG 2 месяца назад

      @@entercorz6661 wut?

    • @sirrowland3397
      @sirrowland3397 2 месяца назад

      ​@@MissionControlDRG technically it is copyrighted as seen with copyright claims and copyright strikes being something on RUclips

  • @tristanbellamy7124
    @tristanbellamy7124 2 месяца назад

    You already know this guy has been gen rushed so many times lmao. The BNP change 💀💀at this point just make generators take an hour to complete. Buddy needs to play some survivor😭😭

    • @felsics9441
      @felsics9441 2 месяца назад

      I don’t like every proposed change in the video, but this is definitely not just an Egregious Nerf to toolboxes. I like the BNP change. It’s thematically appropriate and isn’t just another way to make gens go faster. It rewards knowledge and proactiveness against 3-gens, and highlights Macro skill expression.
      You’ve got to admit that toolboxes are a boring item. It’s why people like bringing flashlights-those are fun, they encourage interaction. Right now toolboxes just make matches shorter, which is automatically less fun.
      Not to say that any sort of repair speed buff is bad. Especially for soloq, a good killer with some slowdown basically Needs to be countered with toolboxes. But a good team with the best toolboxes can really shorten matches. Short matches have less interaction, and they’re not as fun for that reason. Long drawn out matches are also no fun. No one wants to have to basically sit on a gen for twice as long.
      I really doubt this person has never played survivor before, btw. I don’t get why you’d assume they don’t? This us vs them mentality people have about this game is crazy-just because someone is proposing a nerf or a change doesn’t mean they want that side to be miserable and way weaker so Their side can win. I’m pretty sure everyone playing dbd wants both sides to enjoy the game and have a fair shot. I’m also pretty sure most people play both sides.