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Random re-work of Franklin's Demise; no idea if it's balanced or not.
Came up with the idea in the span of a few minutes. Didn't really put much thought into it.
Your vicious Basic Attacks cause Survivors to be unable to drop, pick up, or use items for 40/50/60 seconds. Any items they are already carrying lose 0/5/10% of their base amount of charges.
The auras of items on the ground or inside an opened Chest are revealed to you when standing within an 8/12/16 meter radius.
You can perform the Break Item action to destroy any item on the ground or inside an open Chest.
This idea does the following:
1) Still allows a Killer to temporarily lock a Survivor out of using any items and temporarily keeps any items they are carrying out of the hands of someone else.
2) Allows a Killer to permanently break anything that a killed/sacrificed Survivor was carrying (coughcoughkeyscoughcough).
3) Prevents the Killer from trolling a Survivor using White Ward by knocking the item out of their hands and then DCing. Actually, just prevents the feelbads of a White Ward being wasted in general due to Franklin's Demise.
Thoughts?
Comments
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I don't like the idea honestly. If it was another perk,like a fanmade perk,I would love that. But the channel needs to be gone. Killers must be quick on their feet. They must not do channels for the favor of a perk.
Conclusion; good perk idea, bad perk rework
Keep up the great work!
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I don't know what you mean by "channel".
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You said the break item action. I thought that this is a 3 sec channel or so.
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In my mind, I imagined it would just use the same animation as closing the Hatch (which I think is a stomp for every Killer except Spirit, who thrusts her sword into the ground). So it would probably just take a second at most.
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I still don't enjoy the idea of destroying an item, even tho lorewise it's acceptable. I dunno i find it interesting tho 🤔🤔🤔🤔
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Honestly, I don't know where I stand on this. It definitely doesn't fit to be a perk of its own -- because you would have to run both it and Franklin's to get maximum benefit from it which is 2 perk slots. So I do think it should be just a rework of Franklin's.
I think the idea of breaking pesky medkits and toolboxes is more lucrative sounding than breaking keys personally. The idea of knocking the item free from the Survivor during a chase - letting them go and use a 'pallet-breaking-speed' action to break whatever item they were holding makes me laugh. I also like the idea that it works on any chest items too. It essentially makes it so if the game drags out too long, survivors can have all items available on map and that they brought in destroyed -- which makes me brim with eagerness.
However, I also think it may be too strong for that reason. Let me rephrase that -- too strong from a Survivor player's perspective. There isn't any counterplay other than "don't get hit" - which goes against the "come play tag" mentality the Devs are choking us with by shoving it down our throats - so I think Survivors would be too upset by the change, make a clamor, and Devs would be forced to nerf it to appease them.
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My intent is to make sure that loose items can't just be picked up by other Survivors for later use. Mainly the Key, which this would provide a legitimate counterplay to without just going "Lololol all Keys are instantly deleted the moment you equip this perk."
The primary reason I re-worked Franklin's instead of making it a separate perk was to deliberately avoid the synergy of "Knock down an item and immediately break it," which basically makes bringing an item into a trial a waste of time. Not a good idea from a game design perspective. I added the "Survivors can't use items for X seconds" part to make sure Franklin's Demise still serves a purpose of keeping Survivors from using items, albeit in a different way.
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Honestly, I think it would be very balanced to have it still knock the item out of survivor's hands; and allow you to break it -- but only work on items not-found within the match. It would force Survivors to search chests more and rely on Luck (bringing focus to possibly increase Luck's purpose in the game) to find good items or risk bringing in a really good item and getting it destroyed.
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I dunno, I don't really like the idea of items being breakable or not breakable based on a relatively arbitrary factor. Being able to knock items out of their hands and break them on the spot also amplifies the feelbads of super countering White Ward, which is something I feel is not necessary and I would like to see remedied.
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I can understand that. I just feel items are too powerful in general and Survivors rarely feel the tension of burning an item in a match; because they just hit a chest up and find another and they're good.
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One thing I was considering doing in addition to what I already proposed was upping the damage Franklin's Demise did to an item (to, like, 10/15/20%), but I wasn't sure if it would be excessive since not dropping the item means Franklin's Demise can damage an item twice per chase instead of only once.
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Nice idea! A little buff now is needed. Devs could balance it.
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You know what needs a rework?!
Its the We're Gonna Live Forever perk.
Franklins doesnt need a change, the killer consumes also hes addons every match without survivors using a perk to do so.
What the devs should do is, to make the game register the recent dropped items by the survivors.
And if the killer disconnectes, the survivors should have all the rights to keep their offerings and items.
Why should the survivors get punished for making the killer leave the game?Excatly, there is no good reason.
I'll be honest, i didn't leave a single game as a killer intentionally.
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I didn't design this perk with the primary intent of fixing the DC issue. I designed it to destroy items (read: Keys).
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Ehh..., i don't like the idea of chaging franklins.
What they could do... is to create that perk as a teachable for a new killer.
White Ward should not be countered by any means.
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The easiest way to make it so Franklin's can't counter White Ward would be to change Franklin's. If you make my perk idea as a teachable for another Killer, you create a two-perk combo with Franklin's that makes bringing in items a waste of time AND completely hard counters White Ward. Not a good idea.
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Remove 2) and 3), then its a teachable that doesnt work very well with Franklins.
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That would make the perk not good.
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My bad, just remove 2).
If its a bad perk depends on the time the item is locked.
3) has nothing to do with the perk.
To fix 3) :https://forum.deadbydaylight.com/en/discussion/comment/1076839#Comment_1076839
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#3 is the primary reason I made the perk. #2 synergizes with #3, and #1 is to still allow the perk to retain its purpose of keeping Survivors from using items. The perks needs both halves to be worth using IMO.
Your idea still doesn't actually stop White Ward from being countered by current Franklin's, anyways.
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Franklin's is fine as it is now i'm my opinion.
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Ooh, it’s a big ######### you to keys. I like it. Kinda wish the Survivor would still drop the item and have the game give you your item back if the Killer DCs though.
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Like i said, all they have to do is to register the recent dropped item from the survivor.
I mean how hard can it be to code that?
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I would not want the ability to force Survivors to drop an item and the ability to break the item while it's on the ground to co-exist, be it on the same perk or on two separate perks. But that's just me.
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Just add penalties for DCing more than x number of times within a y number of time and that'll solve multiple issues.
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I mean, you're not wrong, but that is kinda heading into a different discussion. The focus of the perk for me is destroying items.
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