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Why nerf franklins?

It was fine the way it was why nerf it?

Comments

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    I know you can't possibly answer, but for coders it seems like such an easy change to just limit Franklin's to vaccine undestroyable

  • TWiXT
    TWiXT Member Posts: 2,063

    Not to mention FD has the Easiest counter to any perk in the game: see/hear the killer coming? know they have franklins? Drop your item before they can knock it out of your hands. FD won't consume the item this way, so even if they changed the perk due to the vaccines, survivors still had the option to drop or hide the vaccines until needed without having to worry about FD destroying them.

    This is just another mark on the bedpost of BHVR's boneheaded decisions. Why am I using the Bedpost analogy? Because every time behavior puts another mark on it, in one way or another the players get #########!

  • Marik13
    Marik13 Member Posts: 683

    The other thing they could have done was make the vaccines apply when you open the cases, have them function like Plague's fountains essentially. Like why would you carry the vaccine around with you anyway and risk losing it anyway?

  • bad_clown_main
    bad_clown_main Member Posts: 31

    but doing that is like fishing with dynamite just make it so that the vaccines are not items simple.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    Probably because of the aspect of Nemesis,he needs two extra hits to down a survivor,that's another boost to survivors against him,if you were to apply the vaccine upon opening the crate and it looks pretty cool carrying it and you could give it to a fellow survivor if you want to,if they couldn't find it but I haven't been infected so I guess it works like pigs boxes

  • Crowman
    Crowman Member Posts: 9,516

    Without knowing how exactly items, vaccines, and franklin's are coded. It's hard to say.

    But one thing I can be certain on is adding specific exceptions like this is generally a bad idea. Hardcoded exceptions like this would have to be constantly maintained and updated whenever they update any code that involves items. It's just bad practice to use hardcoded exceptions, because it's an easy avenue to run into bugs that would have otherwise been easy to avoid. It's not always obvious to a programmer what code might call what especially on a large project where they didn't code everything.

    The simpler fix to this issue is to simply make it so a key with 0 charges can't open the hatch.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    Yeah that's a reasonable change, but that also lies in the problem and statement you're making ,if they change the coding for that,who's to say it all wouldn't be affected. That's the same thing.Lets just say they didn't think about it or forgot

    How do you like that Bhrv the elites make you look foolish

  • Crowman
    Crowman Member Posts: 9,516

    Changing keys to function differently based on the charge system they already have is not the same thing as adding a specific exception for Franklin's to not destroy the vaccine after knocking it out of the survivor's hand.

    The key change is not changing how it functions with other perks or systems, just itself.

  • glitchboi
    glitchboi Member Posts: 6,023

    I don't understand this change. They practically removed the fun part about Franklin's. All they had to do was make it so particular items are unaffected by it.

  • Dustin
    Dustin Member Posts: 2,306
    edited June 2021

    Comes off as a lazy fix honestly because they don't care what happens to a perk.

    Everyone has said it - Make the Vaccine immune to Franklin's - Suddenly easy fix.

    If they want consistency which they boast about so much then make a new Item Quality and apply it to the Vaccine and make it so Franklin's doesn't work on that item quality type and add it to the perk description of Franklin's.


    I will give them this though - At least they were honest about the reason which I'll respect in that matter but oh my god I can't believe that was their decision.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    But that's not what you said in the first place,if you had a different objective view that should have been said.You webbed together keys and vaccines together as a hold

    Never said,i was expecting this also

    But I do agree

  • Marik13
    Marik13 Member Posts: 683

    Yeah I agree with everything you and most of what everyone else has said about it. Hell I'd even be ok with the other idea I saw floating around, make it so that when a key hits 0 charges that it can't open a hatch. Boom easy fix right there as well.

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    What if they made 2 category of items like consumable and non consumable and Franklin's Demise would only destroy consumable items? Wouldn't that be way better? Or just make the vaccine unbreakable?

    There are plenty of games with item that can be destroy for multiple reason and work without any problem. Take Diablo 2. Item have durability or stacks (like arrow or javelin). There's also some items that are unbreakable, aka infinite durability or infinite stacks.


    There's as many way of coding something as there are people who think differently... Sometime your base code just suck ass and you need to redo it too but that's some work they wouldn't get paid for. There is no excuse for that.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264
  • Marik13
    Marik13 Member Posts: 683

    Mostly the ones who are saying that this is a good nerf cus survivors get to now keep their items and don't need to fear losing them. Personally I don't like that. I think it removes a level of risk that they took whenever they do decide to take their purple toolboxes with the BNP inside. As a killer I myself have to worry about what add-ons and offerings do I want to use, because unless if I use one particularly rare offering, I always will lose my add-ons regardless of how well or bad a match goes.


    Also I'm gonna be honest, I had no idea survivors could keep their items if they escaped with them. I just assumed that their items worked like killer add-ons where they're gone after one use, so I never really thought the items being destroyed was such a big deal.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    No know man they keep their item but lose add-on,I never really thought about that though. Still there's know key nerf eminent and would shouldn't make this the main problem with key's, because Bhvr would take it as a temporary fix which wouldn't be a key fix at all.Not everyone runs Franklin and noone ,want's to shell out money to get Franklin's Demise

  • TheeclumsyNinja
    TheeclumsyNinja Member Posts: 283

    Cause they wanted to buff keys lol but primarily have the shittiest coders

  • Marik13
    Marik13 Member Posts: 683

    I mean I run Franklin's a fair amount. It's actually one of my go to perks that I use whenever I can get it to pop up on the damn bloodweb. But even so, saying that not everyone ran it kinda makes the nerf more head scratching doesn't it? I mean if no one is running it, then what sense does it make to nerf it right? Honestly this is just a really bad reactionary nerf to a problem that had other more better solutions, but instead they opted to take the easy way out without considering "Hmmm....what would the consequences of this nerf be?"


    But also I just think overall it's a little ridiculous to nerf an entire perk around one mechanic of a single killer, rather than tweak that one mechanic itself. To me, that's just not good balancing or game design and now it sets a precedent to go and nerf perks that are popular with singular killers. So incoming Stridor nerf since Spirit's pretty much are the only one's useing it. Incoming Insidious nerf, since only basement Bubbas make the best use of it.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264

    Yep this is just like the unnecessary Freddy nerf,Undying Nerf, Thano,and Pop Nerf but,Freddy ultra rares we're a bit to strong or whatever ones he used to delay games.

    You don't need 8 stacks to a perk to a make it work just set it at a number everyone can agree on.Dying Light is at a state where's it's good if you're patrolling gens other wise if you're in a good chase then it's completely useless. Some survivors actually want to PVP as long as they have a free escape waiting at the end of the chase

    Saying all of that,I know why they changed it ,the killer mains really need to shape up,I swear but not all of play the same and they should take that into consideration