http://dbd.game/killswitch
Franklin's Demise
Lately it seems like every survivor group wants to run at least 2 toolboxes. Obviously as a killer I can dodge the lobby. Which frankly gets old quick. Or I can run Franklin's Demise.
My problem with Franklin's is it doesnt really help me all that much. 9 out of 10 times the item ends up back in the hands of the survivor or his team mate.
10 % lost on the item when dropped seems a little weak. Wouldn't 20% (tier 3) be a better option?
If I'm going to use a perk for the sole purpose of neutralizing an item. I should get more bang for my buck than a measly 10%.
Comments
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You could always use the perk and then DC from the match since you we're gonna jump ship anyhow. Make sure they lose that Commodious Toolbox or Rangers Medkit or other purple or red goodie lol. Go big or go back to Fortnite.
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I would rather just dodge the lobby than play it like a douche.
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Seems like a fair change to me.
Why waste a perk slot on Franklins that doesn't really even counter the problem, when you could just dodge and not have to waste a perk slot in the first place? I think that's a question that a lot of people ask themselves. Less lobby dodging would always be a good thing.
The only real purpose Franklins has currently is just annoying the survivors. For this it is actually quite effective.
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@Nickeleye I think the real advantage to using Franklin's is that the survivors (myself included) really love their items and tend to return to pick them up. I can't tell you how many times I've knocked an item out of a survivor's hands and started to chase someone else, only to loop back around and find them looking for their dropped item. Thats why you will see good hag players trap the dropped item. It's pretty much guaranteed someone will set that trap off. The loss of 10% of the item's original charge is just a plus and will take that item out of service much faster. After all, any use of that item is reducing the number of charges as well....
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My issue with Franklin's is it has no use on keys. Sure it loses 10% but if they plan to open hatch that 10% didn't really do anything now did it
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I have read a few threads that mentioned the things you are talking about. Which is why I decided to run Franklin's more and dodge lobby's less.
While I do catch survivors returning for their items some. Especially after getting rescued off the hook. For me that strategy just doesnt work enough to justify running Franklin's.
Also, a lot of time the item is left in a tile where the gens have been completed. Anytime I spend away from gens always seems to come back to bite me in the A$$.
If I was taking 20% of the item per hit that would make it a far better perk. I could play more and dodge less.
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Agreed. 10% is just not enough for a perk slot.
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It also works as a soft way to stall one survivor, if you make him drop the item far away from where you hook him he will lose a lot of time going after it, someone crossing half the map to retrieve his item is someone not fixing gens for 30 or 40 seconds, if he decides is not worth it you have effectively get rid of it.
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Its a Meme Perk.. like you said its not rly good cuz it only smacks it to the ground with a little damage to durability.
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Very true. I like making them drop their key in the middle of the cornfield. Gonna take some time to find that one again...lol
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Using franklin's to counter a toolbox is not a smart idea. If you are already actively chasing a person with a toolbox, you are already preventing them from using it. If you hit a survivor with franklin's and they aren't a potato, they will just go back and pick up the toolbox. You should use a better perk in its place and just accept toolbox games.
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Your right. So many better options than Franklin's.
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Dunno why people think Franklin's is good to begin with if the survivor remembers where they got hit they can easily pick it back up with minimal to no damage
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If you bring a key, you're getting tunneled anyway. You're not leaving with that key (Franklins), and you sure as hell aren't getting the chance to use it. So it doesn't matter.
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They waste a lot of time going back for their items.
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It's one of the last good perks that everyone underrates. They damage it does to their items does stack up pretty fast, especially since they always go back for it after healing. Trust me it makes a huge impact
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They have to go get it, and they can totally lose keys in the environment rather easily
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How often on average do you get a hit on one item though? I tried to run it to avoid dodging lobbies. I just found I get 1 maybe 2 hits a game. 10% just is enough to justify running it over other perks for me. I wish they would bump the numbers just a little.
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I get a dozen or so hits at least, even if they escape a chase losing the item did some damage, especially if they were counting on that medkit or flashlight. If it was 15 or 20 it'd be pretty menacing, or if it showed item auras like plunderers instincts
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We are not playing the same game bro. You are obviously a way better killer than me. I'm on ps4 rank 8. My games are lasting 5-6 minutes. I dont even get 12 hits on the entire squad sometimes.
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That's normal swf gameplay unfortunately. Franklin's evens the odds against the bs items they bring but you have to be super aggressive and luck out on finding them early. Sloppy butcher and Save the best for last can make hits nastier with Franklin's. Often they'll get hit, drop the item and try to double back for it in the same chase while you're on hit cooldown, save the best cuts down on the stun time and helps surprise them. Plus it helps hurt bodyblockers or flashlight creeps
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