Franklin's Demise is not fun to play against
Franklin's Demise is at the very top of my list of things I do not like about this game. Every time I go up against a killer that uses it I literally just feel like giving up. I have never had a fun or interesting match against this perk. I never have enough time to retrieve my item because after you get hit you have to either lose the killer in a chase or get unhooked quick enough to get the item back and in both situations I lose my item most of the time. I am so hesitant to play anything above a yellow item in fear that its just going to get deleted with franklins.
I think this perk needs to have some changes. Instead of knocking the item out of your hand, make the item unusable for a short amount of time. How about 30 seconds or even a minute? That way you at least have a chance to use the item and escape with it rather than having to worry about trying to recover it again.
Comments
-
Them's the breaks, dude.
7 -
The perk is perfectly fine. Learn to play without items: I bring items only when I have to do a challenge, so rarely even know the killer has the perk. The perk isn't even that strong: it's just a toxic perk that counters toxic flashlight and key users: an eye for an eye. It's one of the most balanced perks in the game at the moment, so leave it alone, please.
20 -
Franklin's is just a better alternative to lobby dodging. Many killers dislike keys so much that they just refuse to play against them and leave the lobby. Others run Franklin's and destroy the keys, which is better.
I bring very rarely any items with me but instead loot some chests and use whatever I happen to find. You shouldn't expect keeping the items (or you life, and then you lose the items too) when you enter the trials.
Using Franklin's would never be worth a perk slot if it just disabled the item for a short time. This game is not all about survivors' fun. Killers need their fun too.
5 -
The perk is not fine. Flashlights and keys are not toxic. Flashlights give the survivors a chance to save their team mates when no pallet is nearby. In all the times I have tried to do it I have pulled it off I think maybe 3 times. Keys are also not toxic. They give survivors a backup plan for when either killers are playing toxic or when you're the last one and a door play is out of the question. Franklins is a means to further limit the survivors ability to escape against what often is not so good odds. Your solution of "learn to play without items" does not address the problem here and is a very one sided perspective. Items are meant to be played when you want because you had to play to earn them. Why should I restrict myself on that option? It is not one of the most balanced perks in the game. A perk that literally deletes your items that you spent blood points on (which by the way are not always easy to obtain playing survivor) is not in anyway balanced or fair.
4 -
Just learn to play without items. You lose items when you die so throwing the game to get your item back is a waste of time.
Survivors really don't need items to do gens and escape anyways.
0 -
It's also not fun to go against 4 flashlights or a bunch of good tool boxes and medkits. Even keys are a extreme nussance.
The perk is the only good one against items, don't like it too bad we also don't like what you can bring into games.
4 -
It absolutely would be worth the perk spot. Think of an end game situation where a survivor has a key as a last chance to escape and you find them. If you hit them, you would disable their ability to use it long enough to probably catch them if they can't stay away from you long enough. Out right deleting the item is not fair. I'm sorry but I truly believe survivors have it a lot tougher in this game. Not all survivors play on a super experienced or professional level. For me, there comes a point where a game feels like a job and then it is no longer fun. If I worked super hard to be the best runner or looper in the game then I'd probably end up hating the game very fast because for me it would be more stressful than fun.
0 -
yeah no keys in a swf is a easy escape. they are toxic for how easy it is to abuse them to almost always escape with 3-2 players no matter how well the killer does unless you and your team royally messed up.
you do gens and a good swf can usually get to at least 1 gen left, then they just plit up find hatch and escape with ease. that is not balanced, skillful, or fair. even for solo's if they know someone has a key they just remember who had it and get it when that person dies, even if only one escapes it still notifies the other survivor to either wait by a gate or go to hatch and escape.
keys are simply not fair when against competent survivors. you can try to argue against that but you can't deny what i said above, also simply because you found hatch with a key doesn't mean you should be able to instantly escape as finding hatch itself is very easy for good players.
0 -
Forget the fact killers can choose to hard focus the person with those items they don't like or even regardless still choose to play in a toxic manner. Survivors need those rare items in many situations to simply give them a chance against tough odds. Franklins is an unfair perk. I'm sorry you don't believe that but from a survivor perspective spending all those points to get items is not an enjoyable experience when you think about how the killer can take that item from you in more ways than just killing you. We can't play white wards for every item we play you know and I don't even think those work against franklins anyway.
0 -
Not everyone does swf... I do one day out of the week for a few hours. When I play solo I need everything I can get to simply have somewhat of a chance in many of the matches and often times no matter what I do it won't remedy the situation. I mean you literally can see hatch offerings and the item in my hand in the lobby before the match. How can you think keys are toxic when you literally can see the play trying to be made before the match even starts? I think keys and hatch offerings should be hidden from the killer so they have to discover that possible play in game. Thats just my my opinion and feedback on the matter though.
0 -
doesn't matter the key can be picked up and gens are flying as your doing that. again why do you think i said 3-2 escape?
Also it is the only perk that works against items, unnerving presence is a meme perk that barely does anything against any item other than a flashlight. Unless you lasted too long you can always go back to pick up your item or in a swf have someone else do it and then drop it to save it. IF you did last long enough for the item to disappear then you wont need it since your team probably has more gen pressure then the killer can stop unless they saved you late.
items are not needed to win but they can be used to make it much easier to do so, franklins counters items to a extent so it is by no means unfair as it is a gimmick perk that against good players doesn't influence the match drastically unless of course it killed a key. Also who cares about the points used to get the items you spent a MAX of 9k points on a item and you only lost 1 out of the 10 or more you have.
0 -
Those items go away pretty fast depending on how often you play them and escape or not escape. I have spent millions of blood points on a single character and still only have about 40 keys total (purple and red) which if I decide to start playing them go away very fast. Weeks or even months of point farming is gone in a matter of no time if I want to play some key games for a day or 2. You also need to consider that survivors who play solo are not always going to get teamed up with team players. A key can give you a better chance to escape when your team is literally throwing or goofing off. There are just so many circumstantial elements with this.
0 -
wow you lost 1 out of the 40 you have, omg so unfair i lost a broken item i barely spent points on to a perk!
in case you didn't noticed i don't think losing a item you have a ton of is unfair, you will lose it anyway if you die and why would you use a white ward if you have a ton of the item your using. The perk is balanced because of how items are in this game, they are not need to win, only one is broken so using franklins on it is no big deal, and you didn't spend that much bp on them. in your case lets assume all 40 of those keys are skeleton keys you spent a total of 280,000 bp on them and on average you make 20k bp a game meaning if you used all keys back to back you make 800,000 bp meaning you got back 520,000 bp.
So your whole "I lost points" is actually wrong, and in the cases of games you escape you make more than 20k bp so in reality you probably made closer to 1 million bp even if we include games your tunneled since you will probably make 20k in those games.
edit: also lets not forget the addons, white ward, and just escaping which allow you to save your key, even when you bring a key your not usually going to go against a killer using franklins. so if you wanted to you could play way more games with keys than 40.
Post edited by AChaoticKiller on1 -
You arguments are all invalid. Literally just drop the item your carrying when the killers approaching. Congrats his franklins effect dosen't work and you pick it up later.
7 -
In that situation, yes. But don't you think that's a bit too rare to use a perk slot for it? In your scenario, there's one survivor left. The killer has found the hatch and closed it. Then found the last survivor and hit them. The survivor is pretty much dead anyway at that point, so the killer doesn't get much value out of disabling the key for a moment. I wouldn't use a slot for that.
It's completely fine to bring items (even keys). But it's equally fine that the killer uses a perk slot to get rid of them, since items make killer's game harder. I mean...the killer is trying to kill survivors. It doesn't hurt too much if they are trying to destroy the items as well. Also, if you see your lobby is already full of toolboxes, the risk of facing Franklin's is higher. In that case it's worth considering not to bring an item yourself and feed it to entity.
I'm by no means an experienced survivor (and even less experienced killer), but I think the survivors are supposed to have rough time during the trials so that surviving actually feels like surviving.
0 -
There is nothing wrong with the perk.
It's a fun perk to use and go up against.
0 -
While I agree losing items can be annoying, it is hardly the end of the world. The Toolkits barely make a dent in Generators, and your team can still heal you. Other items can be found on the map, and it is completely possible to survive a match without the slightest bit of gear. I can tell you from experience, that far too many Survivors focus on the junk and will come back for worthless items again and again only to get downed. Unless you are coming back for a Key, a Rainbow Map, or a Toolkit with a New Part in it... let them go. Get on the Generators.
0 -
Oh geez.. where to begin. Well, your whole example of me only spending 360k bps on those keys is not considering the millions I had to spend to even make that many show. And nothing is guaranteed in the blood web either as far as I know. Last night I had I think 4 matches with different killers who each played franklins. I lost 2 keys to franklins and a 3rd was picked up by another survivor who was able to barely escape through the hatch with it so that worked out. Franklins is a permanent perk you can use forever. Items are not. I can play addons to preserve the key on death or even after use but no matter what I attach to the key franklins will delete it if I don't pick it up in time.
I do not make 20k bps per game that I am tunneled in. In fact many of the matches where I am either camped or tunneled early in the game I lose my item and end the match sometimes with less than 7k bps. Using keys is very risky also. A lot of killers in purple ranks and up know about key plays and they are going to check the hatch as much as the doors if possible. Even in the fair matches where no tunneling or camping happened I sometimes get downed and die with my key being lost. I don't know why some killers have this idea that playing a key is just this super unfair advantage a survivor has over them. That key is conditional. Your franklins is not. You hit a survivor with franklins and your item drops. No other requirements. I have to do all 5 gens to even be able to use my key if everyone is alive when that happens. If only 1 survivor dies I still need 4 gens done. If 2 die I need 3 gens done. The key is very conditional. I can't tell you how many games I died and lost the key because we simply did not get enough gens done and there are killer builds that make doing gens a very hard thing to do.
I just want to have peaceful and reasonable discussions about this. Its just feedback. There is no need to get all worked up and try to make the person you don't agree with with feel like they're just flat out wrong. We can disagree but ultimately this is a feedback forum and everyone should post their feedback based on their experiences in the game both killers and survivors.
Lets talk about ideas that could be potential changes to the things we don't like about the game. In the case of franklin's demise another idea I have is to instead of changing the perk itself, give survivors an addon that prevents the item from being dropped when hit with franklin's. Addons makes items more powerful. In the case of a key, I would have to take up a slot that could be used for being able to see the killer, other survivors or prevention from becoming the obsession in exchange for having protection against franklins. Maybe give the addon charges for example it will protect you from 3 hits from the killer and after that the addon stops working. I still also like my other idea I mentioned before in how the perk can simply disable the use of the item for a duration rather than making you drop it. Both to me seem like reasonable changes to franklins.
0 -
I am so hesitant to play anything above a yellow item in fear that its just going to get deleted with franklins.
What's the point of having better items if you're not going to use them? Items get lost all the time, Franklin's or no. It's no biggie to lose your items - you'll get more! Granted, I have like 1100 hours now, but I consistently use strong items in my matches because I simply have too many of them and I don't want to just lose them for nothing when I prestige my characters.
As others have said, if the killer has Franklin's, you can also find a place to drop your item or you can just use it quickly (if it's a toolbox or sparkler).
1 -
I do use them and I lose them all the time. However I get to keep them even if I use them (unless its consumed after use) if I escape with them still in hand, right? Its always super fun to play a rare item, get to use it and escape with it or even something better from a chest. I'm not asking for complete item immunity here. If I die and I don't have item protection attached then I should lose the item. I know that risk and think its perfectly fine. However franklins is what I have a problem with. And again this is situational and circumstantial. For example I could have a rare item knocked out of my hand with franklins and lose it but also end up finding the same item or something better in a chest or from another survivor and escape with it. This is more so likely to happen if I have plunderer's and other luck increasing perks or offerings in play so really you never know. I've never had that actually happen for me that I can remember but it is possible. The likely thing that will happen though is that you lose your item if you don't recover it. I just don't think complete item deletion after a short duration is fair with franklins. Unless you have a super aware team or doing swf your item is probably going to get deleted. In fact the only times I can think of when my items don't get lost from franklins is when I do swf save for the rare times a random survivor finds my item and picks it up.
0 -
It's a really good perk for Hag just slap the survivor and instantly trap the item. Very often they go back injured and it's a free down.
0 -
No, we need to buff Overwhelming Presence
1 -
Or at least rename it to Underwhelming Presence for the time being
1 -
Did you ever think about the fact that the killer is using Frankling is BECAUSE you bring a key in the game? Try play some game without a key, and see how many killer run that perk.
1 -
What item exactly can't you live witthout?
The game is perfectly playable without items.
4 -
The perk is a dick perk but it's fine and it needs to be in the game. Killer needs a way to inconvenience players who all bring items into the game, and killer is giving up one of his precious perk slots for it. There are tons of better perks to run than Franklin's. Forcing a killer to give those up is already a win.
It is perfectly fine.
If you are really worried about Franklin's, bring Plunderers. You can drop your items in safe spots and come back for them later, and with Plunderer's you'll never lose them (unless someone else picks it up).
1 -
I preferred the old version. Punish a survivor that gets too bold with a FL or Med Kit by destroying it if the charges are low enough. Now its just "ima hit you and stay near the hook wave goodbye to that item lol".
0 -
I wish survivors had a Perk which take off a Killer addon too which almost always are Purple/Green ...
0 -
"I don't know why some killers have this idea that playing a key is just this super unfair advantage a survivor has over them."
Killers play under time pressure (survivors too, but killers especially). As a survivor, chases are super fun, the longer the better. As a killer, I often think "omg 15 seconds without a hit. I have to catch Dwight right now or go after someone else", because if you waste any time, gens pop left and right. Bringing a key into game makes the pressure bigger, because after a certain point, all survivors can just escape without you even noticing. And without the risks of opening the gate.
I had a survivor game a while ago. 1 gen left, 3 survivors alive but 2 of us on death hook. The killer had still a chance to win. However, we had a key and we all escaped through the hatch and the game ended much quicker than without the key. I don't think keys are unfair per se, but they are very powerful items, so it's completely fine to try to get rid of them with Franklin's.
"In the case of franklin's demise another idea I have is to instead of changing the perk itself, give survivors an addon that prevents the item from being dropped when hit with franklin's."
This is a good idea.
0 -
This perk is fine. Simple as that.
1 -
Like i said you can save your key in various ways and while it does take more points to get keys your also getting other things so i wouldn't consider all the points used to get to the key in a bloodweb points used specifically on the key. In my view you spent 7k-6k (idk why i thought it was 9k for a UR node) for a key. You can also find them in a match and in any case where the key gets used even by other players is a case where the key was not wasted, you might not have benefited but because it was still useful for the survivor side the points where not wasted.
If you truly are having that much of an issue with franklins here's an unfair BS tip, just last second switch to the character with the key or simply drop it off at the start of the game so you can use it later. BOOM you can pretty much ignore franklins and when hatch spawns play stealthy so you don't get found and lose your key. You can get tunneled but too bad, keys are super unfair and against a good group the key holder practically has to die and you have to hope it's not a swf if you cant delete it with franklins. Until keys are reworked you can't complain for getting tunneled for bringing in the most unfair thing on the survivor side.
Now for other items that are not a key it can be argued that it is not justified to lose them but the thing is it's a 4v1 game. Survivors can all bring a good medkit and assuming the killer doesn't bring franklins all the time they saved healing themselves can result in the killer barely applying pressure from injures. The same thing is with toolboxes but to a lessor degree, with them they can be used to quickly finish a gen before the killer can stop it which is arguably better then the time saved with medkits in a situational sense. Any item in the game can also be found and used during the match so the combined strength of all the potential items survivors can bring/find again justifies franklins being as it is. while items are not needed to win they can still help you do so or even be the reason you won a hard game.
As long as items and their addons are as they are it justifies franklins being able to delete dropped items, otherwise they will simply be used later in the match. As for an addon that prevents your item from being dropped that wont be implemented as only 1 perk makes you drop items and as said it is justified, you would also have to make that addon for each item and i just don't see the devs doing that. If it was a perk that did that it would be fine and much more likely since your using a perk to counter a specific perk that is used against items.
0 -
Keys are not "the most unfair thing on the survivor side." How many times do I have to say that keys are CONDITIONAL! I can't use the key until all generators are done if no one is dead and if I'm the last person I have to find the hatch and not die before I get there. Without hatch offerings, a map or left behind good luck finding it. I really think that if they ever change keys to make them any less valuable than what they are instead of making them more useful then a lot of survivors are going to quit this game.
Something else to consider is that items deplete. We can't use them forever so eventually with enough pressure the items will no longer be useful at a certain point. This idea that survivors playing items gives the killer in any way an unfair advantage is beyond ridiculous. I have seen killers destroy teams using the best items in the game. The keys are not the problem. Franklins is a problem because if the killer gives even a little pressure to you good luck getting your item back. I lost 2 purple flash lights in a row recently to franklins just trying do the flashlight challenge and didn't even get to use them. I hardly even see the purple flashlights appear in my blood web so I have to spend a lot of points just to get them to appear most of the time.
0 -
they brought an item to counter a chase item seems fair, you not being able to do your challenge does not factor into the balance of this game.
if you seriously think a bunch of items don't seriously impact games you need to see the bigger picture, just 2 medkits saves a bunch of time for the survivors.
Lastly as for keys lets agree to disagree because that conditional argument is laughable, it is really easy to find hatch and getting it to spawn in a losing game is also easy since there really is no excuse for not getting at least 2 gens done in any game and you only need 3-4 gens done to survive if you are not the one dead. Is it conditional? yes but are those conditions hard to meet? no you just survive long enough and find hatch having a key doesn't go into those conditions because we are assuming you have one in the first place. for a good group the conditions are literally just survive and find hatch.
0 -
I can’t help you if you think keys don’t help survivors a ton. If the survivors are decent, it is unlikely I’ll kill more than 1-2 (1 if there is at least a 3 SWF group). It is hard to stop survivors from doing 3 gens. Then comes the wiggle wiggle, come follow me, hit, wiggle wiggle hatch opens escape.
And good med kits make a huge difference.
The annoying bit is that it is the games that are good that get ruined. The games were the survivors kill the killer, it doesn’t matter. The game that the killer annihilates the survivors it doesn’t matter. But the good ones that come down to the wire. . . . Yeah, Franklin’s is a fine perk. If I see 3-4 med kits and keys. .. i run it if I have it on that killer.
2 -
Playable... but is it enjoyable? If you prefer to play without items then go for it. I don't. Items are fun to play. This isn't about whether the game is playable with or without items. This is about a killer perk that literally deletes your item if you get hit and don't recover it in a short amount of time. Its unfair and unfun. Why can't survivors have an item or perk that disables the killer's special ability for a duration? Too much? I don't think so. You can delete my items, block my gens, camp my hooks, tunnel me, etc. etc. etc. but how much power do we really have over the killers? Survivors should be able to interact with the killer a whole lot more than we can now. But that is besides the point here. Franklins sucks and ruins the fun for me.
1 -
"I hate Franklin's Demise because it does exactly what it is intended to do and I love using Keys and Flashlights."
That's what I am getting from this thread.
2 -
Spoken from a true killer perspective. The keys are conditional. They are not easy to meet. It is not easy to get gens done in many situations. "For a good group" is way more laughable than your claim to the conditions of the keys. Yea I'd love a good group every time I play solo. I can't recall the last time I had one. You're basing your argument on so many assumptions. Survivors NEED help in this game. We NEED more to work with. I truly believe most survivors are not trying to be great at this game. They're just trying to have fun in a scary survival game.
0 -
No you just don't know the hatch spawns, i play a lot of survivor as well as killer and only on the swamp map and rotten fields do i ever have trouble finding hatch. When i find a key unless i die before hatch spawns i can usually find it.
like i said there are only 2 conditions to using a key to escape for good players, staying alive and finding it once it spawns.
0 -
If this is how you react to Franklin's I wonder how you'll react to my proposed Overwhelming Presence buff
Survivor item consumption rates are increased by 80/90/100%
Survivors in your terror radius will have their items degrade at a 50% consumption rate
0 -
And I, bring in items in hope Killer waste 25% perk slot for Frankline.
Its about mindset.
0 -
I actually agree with you. Franklin's has been my most disliked perk basically since release because it just seemed like such a jerk move, but I put up with it because that was just my subjective opinion and it didn't mean the perk needed to be changed. Since the rework, though, I do have some serious issues with it.
I don't think it should have the power to erase survivors' items permanently, and the reason I think that is because it feels terrible for the survivor and provides no additional strategic advantage to the killer. Chances are this killer isn't going to go against the same survivors match after match, so it doesn't actually matter to them whether that survivor can use their item in the next match or not. All that should matter to them, the reason to bring Franklin's in the first place, is that the survivor be unable to use their item in this match. And that can be accomplished with a simple buff to old Franklin's without having to delete the item entirely. Either have the drop break the item completely, rendering it unusable, or have its charges drain over time the longer it stays on the ground, but it can still be picked up when it reaches zero. That way, everyone is happy - the killer has mitigated whatever threat the item posed, and the survivor still has the opportunity to salvage the item and use it again in another match if they manage to escape with it.
0 -
when was it ever fun to play against?
I thought the original iteration was fine...
0 -
well its funny when you bring a broken key, or a brown tool box, or even a flashlight, you can drop off the item as soon it starts the match so the killer use franklin... that means one less usefull perk slot... at least you can use it on your advantage
0 -
Another point of view:
Is it playable for the killer if there are a lot of items? Yes. Is it fun to get genrushed because of good toolboxes and BNP? No. Is it fun to see a survivor heal in your face with a decent medkit during chase or with a syringe, ruining all your efforts to down that person? No. Is it fun to go against Sabo squads with Breakout and insta Sabo toolboxes? No. Is it fun to get harassed by a survivor with a flashlight all the time (aka the clickyclicking toxic jerk)? No. Is it fun to get all your traps or totems destroyed because there is someone with a map? No. Is it fun to have a decent game with 3 people on death hook, one person dead at 1 Gen left and then seeing them tbagging at the hatch and disappearing in front of your eyes? No.
That's why there is a perk like Franklin's. Items are very strong indeed, especially if paired with perks or in a swf. Franklin's is not unfair or unfun. It's the only way for the killer to rob you your extra buffs.
And please don't tell me that the Survivors can't do anything against a killer. There are a LOT of perks which are so strong I would like to see nerfed because they can tip the tide quite easily.
And you CAN do something about Franklin's.
1. You can hop in a locker, so he can't smack the item out of your hand.
2. You can use the item early and then hide it to pick up later.
3. You can hide the item for later.
Oh and if you are just doing a challenge, I would not use the best item for it. Just take a yellow FL and slap 2 batteries on. That works well enough.
1 -
Sigh... Firstly your list of what I can do against franklins is not going to help me much against it. You say use a locker so they can't knock my item out of my hand. Ok... if I'm being chased and jump into a locker before a hit, they're still most likely going to hit me when I come out. So thats not an option. I can't always use the item early because it depends on what item it is. If I hide it I have to hope no one else picks it up and I remember where it is. Not everyone runs plunderer's every game.
You mentioned the killers perspective on this. Killers have far less stress to deal with than survivors. They don't have to worry about getting injured, hooked or killed. They don't have to worry about objectives to access anything unless you're running a token build. Killers come into the match with more power than the survivors. The items are supposed to help us counter that power. Its a lot easier for a killer to have fun in this game than it is for a survivor in my opinion so those "what if" scenarios from a killer perspective don't hold as much weight as you think they do. Keep in mind all those items we get to use in the match have charge meters and they deplete pretty quick even with addons. We can't flashlight the killer forever or use brand new parts on every generator. The killers power however is with them the entire match. Survivors don't have unique individual powers. We have perks yea but so do the killers on top of their power. We have items and the last thing we need is a killer perk that can literally delete those items from you.
0 -
Exactly. Thank You.
The corn maps is Coldwind Farm btw (Rotten Fields, if it was all corn). Haddonfield is Myers' map.
Ok, maybe I did not make myself clear enough. If you counter Franklin's with a locker, you have to STAY in it until the killer grabs you. Sometimes you'll even get some extra seconds for your team doing this, because the Killer wants you to trigger Herad On without getting hit, what you might not even have.
And how difficult is it to put an item in a corner of the map, in the grass where nobody except you finds it? The grass next to the Exit gate is perfect. One time i hid a Key on Léry's top floor and nobody took it. Just look for unique locations you can see or find easily. I never needed Plunderers to remember where I dropped my item. Not even in indoor maps. You have a brain, use it!
If you don't have time to hide or use the item, well... that happens. Deal with it. Don't use items every time.
"Killers have far less stress to deal with than survivors. [...] Killers come into the match with more power than the survivors."
Excuse me, what?
Right from the first second of the match I have to consider everything: where do I go, where are far gens I can't patrol well, where are guaranteed safe spots etc. I have to decide if the chase is beneficial or if I should just leave that person and search for another one. I need to make decisions all the time. Basically what @ilovedbd123 said in the post above.
I need to think of perks like DS or Unbreakable as well as the time saving items like toolboxes and medkits.
You say items are needed to counter the Killer's overwhealming power? May I ask how many hours you have and what rank you are on? No offense, but it seems to me that you are not a very experienced player. I have 3.4k hrs and play on Red Ranks (Survivor) or Purple Ranks (Killer). Believe me when I say that the Killer is not more powerful than the survivors. The Survivor's decide the pace of the game, not the killer.
Here is a screenshot where I was playing Deathslinger with Devour Hope (the Death Star perk on the left). The Red rank Survivor found a key with Plunderer's and they took the hatch maybe 30s after I mori'd the fist guy with Devour. It was 1 gen left and two of them were hooked 2 times. I would have won this match.
Now you could say that the matchmaking was bad. Here is another example, where I played vs Otzdarva:
He's a good killer, and still 2 people escaped. That medkit saved a LOT of time and if I remember correctly the rank one also got one or two FL saves. Thos costed Otz a LOT. Pretty much standard high level play.
Or this screenshot:
3 escaped. And they still complained.
And my gold nugget from over a year ago, where swf were matched by the average rank. This stuff still happens btw:
0 -
I don't know, killer sacrificing perk slot for something useless is pretty good for survivors. It's StBfL or Pop that you don't have to deal with...
0 -
"Yo,It's ya boi GhostFace here doing "The Key Killer Challenge" Today we got a bunch entitled survivors mains thinking they gonna hatch out and go "GG EZ" little do they know I got my Franlin's Demise ready to kong fu kick them kicks out of the entity's sweet sweet realm and after that I am I gonna teabag their keys, Just to show how much of a Chad I am. Don't forget to Hit the eyeball and smash that skull to see more sweet vids from Ya Boi Ghostface"
Honestly, your post does have that air of "Survivor entitlement" Killers tend to talk about. It's a perk, and It was much deadly before since charges got knocked out and this was during a time No charges=Item goes bye bye. So,be happy you can atleast "try" to pick anything you use up.
However, as people stated..Keys and Flashlights are cheesey...So,It is cheese to counter cheese..Cause,I tend not to run It unless I see those two items.
0 -
Killers are supposed to be stronger than survivors, that's why there are 4 survivors against 1 killer. Imagine if there was a perk that disabled killer's ability (not one like Calm Spirit that prevents screaming but one that disables any ability for a duration). Now imagine how all 4 decides to equip it, prevent Nurse from blinking and make her run 3,85m/s. It would be a disaster and an easy win.
That's the same problem with strong items. 1 medkit in the lobby doesn't do much, 4 good medkits is a different story.
"Killers have far less stress to deal with than survivors."
This is subjective, but I strongly disagree. Gens go fast, and if I decide to play a chill killer game without stressing about wasting time and chasing too long, that's 0 kills. Whereas I can play a chill survivor match and still do pretty well.
0 -
OP you sound like one of the most stereotypical survivor main that ever existed.
Your egotistical point of view heavily blinds your perception of the game.
As a fellow player who has been here since release, playing both sides equally (solo surv or killer; preferring survivor now due to being easier/more relaxing), I can easily tell you that Franklin's isn't a problem and never really was.
At best it allows killers to cope with survivor's bullcrapping (in 90% done by SWF teams). Can be used with certain killers for a better downing potential (Hag and Trapper) or just to complete some challenges if needed.
Otherwise it is a waste. Mostly used when keys are in play, as other items aren't as powerful as they once were.
If you want a key in game for whatever stupid reason (you toxic courtesan), just bring plunderes instinct and appraisal. Congratulations, you will loot pink maps and pink/purple keys EVERY game... .
So there goes your silly argument about these items being "rare" or "hard to come by".
I would recommend playing both sides so you actually start understanding the game's balance and state and will save you from sounding like a completely biased newbie.
1