Revert Franklin's Nerf
Comments
-
How? Killers will ALWAYS lose their addons while Suvivors can atleast keep their item and with a perk even their add ons.
2 -
It makes sense, but the effect on keys should have been considered. Keys are extremely powerful and unfair, and such change makes it worse.
2 -
The faux outrage right on cue is adorable as usual.
As if you all even used Franklin's.
As if Survivors didn't just drop their key in a safe spot on the rare chance someone DID bring Franklin's.
Just another day in forum.dbd.
0 -
Survivor cry, survivor get.
5 -
It's not like Franklins really did anything to keys anyways. Smart survivors would just store the item somewhere until they have to use it or can use it. Honestly, as long as they keep their promise and actually change keys so they're not as busted then I don't see a problem with the Franklins change.
This change hardly fixes the overload of stuff in the bloodweb. It'll still be a problem after this goes live.
1 -
Huh, well I guess you devs don't care about you killers because this nerf will damage the game causing killers to quit the game for good. And now keys and plunderer's is slightly buff because of this. So you ensure survivors now have an easy access for surviving with keys without thinking of constituences. It would been better idea if you had the vaccines respawn after they get destroy by Franklin's. I play both sides and I honestly think franklin's was fair and can counter keys.
4 -
The outrage is justified. While it wasn't the most reliable counter, it was a counter.
I have prevented Survivors from escaping with a key because of FD and I am positive you have also done so.
And now, it is gone.
8 -
Amazing...
0 -
If all charges are going to disappear in a minute (previously, an item got destroyed after the minute), survivors can't use any item because it ran out of charges (including keys). So, that's ok.
0 -
I didn't use Franklin's as a killer out of sheer ambivalence, but as a survivor, if I brought a key for a challenge/to clean out a character before prestige, 3 in 4 games saw the killer put on Franklin's. Same if someone else in the lobby brought a key. I'd immediately unequip my item unless it was a toolbox; there was no point.
Do you honestly not see the problem with giving killers zero ability to counter to the item that lets survivors win the game early and can turn a guaranteed 3k, 4k without hatch, into a 1k3e? To the point where survivors no longer even have a need to do their own counterplay (because plenty of survivors were stupid enough to fall for it?) Like, this is why Moris got nerfed to where they are - there was nothing survivors could do to prevent the game being ended prematurely, just because the killer brought an item. Your blitheness is coming across just fine, but I'm left wanting for your logic on why this isn't worth getting bothered about.
4 -
That makes Franklin's WORSE on Nemesis, though. I feel like having it work on vaccines makes sense.
0 -
After 4 years. How long did undying ruin take? Im a 50/50 with mostly survivor hours but even i need to call that bs. Honestly idk why the ds rework took so long. Same with object.
4 -
I'll just hit them as they vault a pallet, then laugh as i dont break it
0 -
The only killer I use Franklin's on is Hag for the clicky clicky sticks so this isn't too big of an impact to me but it definitely sucks they've nerfed a perfectly fine perk.
0 -
Welp. The only counter to remove keys is gone. Very cool devs.
5 -
Undying was a HUGE problem in the game. It was basically the only thing killers ran for the duration. If you look at the things it took a long time for them to change, it's because the statistics didn't show they were a problem. How often was Iri Head used before its nerf? DS escape rate wasn't abnormal. Even Key escapes are pretty uncommon (for as strong as they are.) There's actually a method behind why devs do the things they do.
1 -
Okay by statistics object was fine then and totally not abused by 4 mans for free permanent aura reading?
1 -
Oh seriously?
This is ridiculous.
0 -
They were worried it'd destroy the vaccines, and thus prevent survivors from being able to take 2 hits to get injured instead of 1 when playing against nemesis.
2 -
Yes, by statistics it was fine. That's why it took so long for them to fix it. Because the statistics were saying "This is not a problem". But just because something's not a statistical problem, doesn't mean it's fun to play against. Which is why OoO was eventually changed. It took so long because the statistics weren't painting the problem properly.
0 -
If that is really the reason then that is just dumb. Franklin's literally served the purpose of countering keys cause the devs refuse to touch them.
Here is an idea either make franklins not effect vaccines or allow it to effect them anyway cause survivors should not be carrying them around before being infected. If a survivor opens a vaccine early and is carrying it around and gets punished for it then that is on them for making a bad decision.
5 -
I'd also like to note that beyond keys, this messes with the effect of Franklin's by altering survivor behavior. You could use the perk as bait because survivors would want to retrieve their items even if they couldn't reliably use them, because they wanted to escape with them and keep them for the next game. Survivors would frequently return to drop spots as soon as a chase was over, after they got unhooked, or even stop to pick up the item right after you hit them, giving the killer an easy second hit. Franklin's Demise was a perk that played off of greed.
By removing the threat of the item permanently vanishing, survivors aren't pressured to retrieve their item. They can grab it at the end of the game if they're still around. You'll still see some survivors picking up their unused purple medkit or flashlight ASAP, but for the most part, survivors are going to be much more comfortable leaving their item behind if they can still walk out with it.
If you made no effort to guard items with Franklin's before, this is a buff, because you'll get more return out of the perk for each hit. A player who takes 30s to retrieve their medkit now has 1/3 of their charges gone, where before, they'd just get the item back. So that's nice for killers who aren't Hag/Trapper. But in return, survivors are going to waste less time running across the map to pick up their items, and there's no ability to guard a key into unusability, which was what a significant portion of players if not most of them ran it for.
1 -
So, I wanna say something. This change is almost no different than the original Franklin's. So it feels, strangely familiar and that's not a good thing
1 -
The change seems fine to me. Do I think it will fundamentally alter how things are played? No. It only really affects Keys and I suspect something else will fundamentally alter those in due course anyway.
0 -
Why do the devs do so many stupid things?
5 -
As far as I know, the keys work even without charges.
0 -
I honestly believe that the change to the perk will make it better for every item except for keys. This is because keys can open the hatch with no charges.
Its one of those things that seems like a win lose situation. It will now have much more utility against med kits, flashlights, maps, and some of the keys addons it makes it even harder to face keys. They did nerf one of the few tools killers had to deal with what is one of the most complained about things survivors have.
I just want to know why it was changed.
0 -
Yes, they will open the hatch without charges. They just can't be used for whatever other purpose was created via Add-on(s).
0 -
Franklin's was changed mostly due to the vaccine with Nemesis being a single use item. The perk would destroy the vaccine and render them unusable.
0 -
OK thanks.
1 -
Wouldn't it be easier to make the vaccine immune to Franklin's?
24 -
Also this...
0 -
How is that a bad thing exactly? If survivors are running around while carrying a vaccine instead of using it, that's their own fault.
5 -
only counterplay Killer had to delete key from a game
Sometimes the simplest answer is the right one.
0 -
Or maybe survivors could just.
*Dramatic pause*
Drop the vaccine beforehand in case the killer has Franklins
7 -
Because they are unable to code or hire competent programmers.
Funny how many months they were developing this chapter and catch up on Franklins just after PTB. So instead of fixing vaccines as items, they changed the perk and called it a day.
10 -
Why not just make a special exception for the item?
Now Killers will just tunnel the survivors to death like before.
4 -
The vaccin excuse sound very very ridiculous.
It's like killing a mosquito with a minigun.
4 -
SO WHY NOT CHANGE THE WAY THE VACCINE WORKS INSTEAD OF BRICK AN ENTIRE PERK?!?!??!
10 -
Because the way it works now, those poor crybaby survivor mains won't lose their precious keys anymore :D
4 -
This.
0 -
Franklin's dropping the item is all it should have done from the beginning.
A perk shouldn't be completely rendering an item useless, and taking it away to the entity. That's too much
Survivor still has to waste a lot of time looking for their item if they wanted it.
3 -
Yup I really don't like this change either. Make it immune to Franklins !!!
3 -
It was way too strong of a perk that would punish survivors even if they won by taking away their item , so I'm glad it got changed.
At least now they can balance it with how charges per second it takes away from items and change it accordingly.
Also not to mention that in solo queue you had no idea the perk was in play until YOU yourself got hit and then loop the killer and/or stay on the hook for 90 seconds and BAM your item is gone with no shot of getting it back.
0 -
I'm with you guys on this. Let's just nerf a level 40 teachable perk for 23 killers, so that 1 can use it properly.
5 -
lol
That isn't changed - you can still be punched in the back of the head before leaving gates - What are you going to do? Die for an item?
This solves nothing about losing the item when leaving a trial.
2 -
Wait wait wait...so you mean to tell me, that you guys changed a whole perk, ruining one of the only hard counters killers had for keys, because of how 1 item works that only spawns when that one specific killer is in play? Ummm...that makes absolutely no sense. Why not either A) make the vaccine immune to Franklin's, or at least make it so that it can't be destroyed. Or B) why not make the vaccine cases work like plagues fountains where you find the case, and inject it there? Why would you make the vaccine a carried item anyway?
Yeah this...is not good... You shouldn't have bricked an entire perk over the mechanics of just one specific killer. Now what's to stop people from wanting Insidious changed because of camping Bubba's, or hey might as well just change Stridor now, it's only used mostly by Spirit players. I desperately hope that something happens soon about hard countering keys...
6 -
Also another thing about Franklin's and this change.
I get it - BHVR wants consistency but here's the thing. Just give a special rule on the perk that items of a set rarity cannot be dropped and make the Vaccine the only rarity of this item.
That way it can be clearly listed in the rules of the perk and it isn't confusing and you don't dumpster the perk. It also sets up the perk for the future so if more items are added you can make them immune easily too with no confusion.
4 -
Wow let’s just ignore the fact the mods gave a explanation and just blame it on survivor bias it’s not like they announced there nerfing keys.
1 -
Tnx for free key buff behaviour, still prefer surv at killer... Nerf the mori and don't nerf key BUT nerf the only perk for counter her... no comment for real
2