Franklin's and Weave

Okay, there have been discussions about this before but alot of people are asking for it to be nerfed. I too think that its just an infinite aura read for the killers that should be nerfed. Now here is an idea that would make several problems with it go away. To stop the franklins and weave combo, how about s change to how franklins works. Right now, franklins is too overpowered and can punish players without any counter-play. I mean, you can bring your white ward, or any other perks or whatever you want, you still lose your item if the killer hits you. Worst of all, you lose that item even if the killer decides to rage quit mid-game (unless you manage to pick that item up again).
So… the change… Make it so that Franklin's no longer makes the survivor drop their item but instead use up % of charges on the item and make the survivor unable to use that item during 10-20 sec window. Wouldn't prevent what the perk is trying to do (prevent flashlight saves if you hit a nearby survivor before attempting to pick up a downed survivor, or hook sabos because they cant use their toolbox). Also around 25% loss of charges from the base item capacity would make you take down several attempts of flashlight saves or remove that many hook sabos from the match with just a single hit. This change would also get rid of this disgustingly over powered combo that franklins and weave brings. This also means that just because the killer rage quits, survivors are not losing their items through no fault of their own and a simple perk is incapable of nullifying an offering. Also, survivors dont have any perks that can cause the killer to drop their weapons, why should killers be able to make survivors drop theirs. - again, this change would fix all of that. And honestly, preventing survivors from using their items in such manner and actually consuming 1/4th of an item charge on hit, seems pretty strong. Maybe the timer for item usage blocking should be more or less, ill leave it to others to think, but the basis of it seems rather good to me.
Also, it still leaves a little effect to work with weave as survivors who drop their items to not lose any charges on them would be revealed by weave. So a combo is still valid to make survivors hold onto their items instead of dropping them, while weave makes them drop the item if it gets consumed during use… might want to double check if weave would make the item drop if this new version of franklins would cause it and probably fix that.
Now i get that many do not care that survivors would lose their items but some newer players who dont have tons of items in their inventory, it can be pretty depressing to lose your items just because a killer hit you once. So right now, franklins is especially frustrating to players who dont have many items at their disposal. Im not sure if the devs were going with "we should punish the new players as much as we can" but that is how it fits. Players who have their toons in p50+ hardly would miss a toolbox when they escape, but a new player who has not even managed to get all their toons to p1, would definitely miss it. An escape seems like a reward, and you getting to keep your item seems like the bigger part of it, especially if it was a rare one. Now imagine all these killers bringin in franklins just to pound all that feeling into the dirt. Does not even matter if they win or lose, they still get to deny you your reward for your hard work. And to top it all off, they get to read your aura rather often with that combo. Now tell me, do you want to keep playing a match if you know that your possible reward is just outright denied to you before the first quarter of the game? And to add insult to injury, to have the killer rewarded for such a thing with infinite aura reading?

Btw, i saw a youtuber play this build with the hag. Demi i think it was. I dont know how many hours he has in the game but he can play. He can loop killers and catch survivors like no tomorrow and even he said that this build is so disgustingly op that nobody with a soul should run it. (just my last thoughts on it)

Tagged:

Comments

  • Blueberry
    Blueberry Member Posts: 14,460

    Neither of those are OP so none of this is necessary. Your change would also kill both perks. It already isn't that popular.

  • starfall25
    starfall25 Member Posts: 38

    Isnt that popular? Then why do i end up playing against that so often?

  • Blueberry
    Blueberry Member Posts: 14,460

    I rarely see it.

    You just pick up your item, place it in the corner, now the killer is down 2 perk slots that easily.

  • starfall25
    starfall25 Member Posts: 38

    and if you manage to get to end game and escape, you lose your item. If the killer dc-s, you lose your item. If you have white ward and you die, you still lose your item. That is what this is all about. Killers dont have to go through blood web to get their weapons. Survivors do. They have to go through the blood web to get their items and if they dont escape, they lose it. Killers dont. They have their "weapon" with them regardless. Boy, i sure would love to see for the hillbilly to end up as m1 because he didnt have enough blood points to get a chainsaw from the bloodweb. Or nurse just floating around because blink was not available in the blood web.

  • Blueberry
    Blueberry Member Posts: 14,460
    edited April 2025

    You can pick it up before you walk out…

    Comparing killers weapons to survivor items is a stretch and makes no sense… The killers weapon is required for the game to function, items are just a luxury. Items are more comparable to killer addons, of which they are consumed every game regardless of win or loss.

  • starfall25
    starfall25 Member Posts: 38

    Items are a luxury. Man are you even listening to yourself? And how are killer weapons required for the game to function if any killer can just walk up to a survivor and hit them regardless of their power or if its charged or not. Seems like their powers are quite like a luxury too, isnt it? Items are not comparable to addons because without items a survivor is just a survivor, doing the usual survivor things. Running, repairing gens, the usual. A killer without their power would just be a killer as well. Just running, hitting survivors, hooking, etc. Items like killer powers bring variety to the game. Items allow survivors to heal themselves, break hooks, blind killers, speed up generator repair, much like some perks do. They all come with their own addons as well. Killers have their powers that you can use to gain advantage and bring variety to the game. They allow, killers to become undectectable, one hit survivors, speed up their movement, hinder survivors progression etc. Too much to actually name them all. Without all of those we just have survivors and killers doing what they normally do. Repairing generators trying to escape or hitting survivors trying to sacrifice them all. Addons are what modify those things to give them even more power. So do tell me again how this is a stretch.
    Also, when your items are somewhere on the map edge, how are you to run and pick up your item from the exit gate, or before going to the exit gate, when the killer is hot on your trail? Also, what is the point of doing that if the killer just hits you again only for you to drop the item… AGAIN. Not to mention, the killer will see you as soon as you go for your item so instead of patrolling the exit gates looking for the survivors trying to open them, he will charge straight at you. Yeah. definitely gonna go and pick up my item and wave a red flag for the angry bull who is about to lose the match.

    Let me guess, you are a killer main arent you? You savior the empowerment playing killer gives you? So you dont really even care if anyone else has any fun in the match as long as you do, right?

  • CautionaryMary
    CautionaryMary Member Posts: 811

    I do not believe that Weave Attunement (it's already been nerfed) to show your item now (in the past it didn't) nor do I think Franklin's needs a nerf. Sure, it sucks losing an item but that is a perk that a killer has to nullify items.

    Those are two perks, meaning two less gen regression or aura related perks. The combination is no longer broken or OP by any stretch of the imagination - and as @Blueberry mentioned you pick up your item, put it in a corner, and adapt to how the game plays out.

    Items are objects that can easily be lost due to a myriad of perks (Overwhelming Presence even if more niche does the same) and you are not entitled to have your item just because you spent BP on it in the bloodweb.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,845
    edited April 2025

    It's one of the easiest perks to counter, and doing so completely invalidates 2 of his 4 perks for the reminder of the match. The only thing weave needed was a nerf to see the dropped items aura, and it got exactly that.

  • tech
    tech Member Posts: 144

    Them killers be weaving

  • Shinkiro
    Shinkiro Member Posts: 447

    It (weave) already got nerfed, at this point you all just don't want to actually do any counterplay to anything. It's takes half the killers perks slots for a minor aura read thats easy to counter and to remove items that dont really hinder survivor much at all, theres better perks to take.

    Legitimately a skill issues at this point.

  • XDgamer018
    XDgamer018 Member Posts: 791

    fun fact there is this perk called dramaturgy wich can give you an item for free :)