We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

New Franklins questions

Some of this might not even be known yet but here goes.


Will survivors be able to void the timer simply by dropping the item? Like they can now.

If not does that mean swapping an item at a chest will also start to consume the item you swapped out?

Will survivors have some type of "system" much like how the Hex symbol appears when one is active. To let them known they need to find their item within 90 seconds? Do survivors also see the aura?

Does the timer actually START when the survivor is hit? I feel like this makes it far too easy for the survivor to lose their item so I am wondering what the catch is here.


Went from TINY penalty to charges to SURELY item loss especially when the longer the chase the more likely the survivor is to lose the item. Considering a lot of changes that have been made recently I can't think BHVR wants survivors to be losing their items as an almost guarantee which is what this perk sounds like it will do. So obviously I am wondering if there is some huge catch to this.

Comments

  • Jigsaw_pprentice1993
    Jigsaw_pprentice1993 Member Posts: 225

    The perk literally saying when you hit a survivor witj your basic attack (M1) so to answer your question only hits will activate the trigger you dropping your item willingly does not count also dont expect a timer

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,874

    Its far from the first time a perk or add on didn't fully say what it did.


    Also the rework seems completely pointless if survivors can just DROP their item prior to getting hit.

  • Deadeye
    Deadeye Member Posts: 3,627

    How should that work? Grant a free hit just to save your item from being timed out? Or do you just want to hide your item on the map until you wanna use it? Sounds difficult for toolboxes, medkits and especially flashlights

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,874

    Its what some people do with keys already. I have no idea how it should work. I just don't see ANYONE losing their items due to this because there is now all the reason to just drop the item yourself. You don't have to take a hit either you can just drop your item if the killer is coming.

    With old Franklins once you realize it in play you might as well drop your item before a hit comes. Now with this new one you ABSOLUTELY should.


    The only item this seems like it will affect is flashlights. Might as well use Lightborn.

  • Crowman
    Crowman Member Posts: 9,680

    Before the changes to items Franklins used to be able to destroy items since it would deplete 10% of the item's charge so if you hit an item with less than 10% charges less it would be destroyed.

    However, items are no longer destroyed when they hit 0 charges, so Franklins can't even destroy items anymore.

    This change allows Franklins to destroy items again and forces survivors to run back for their items which the killer can now see the aura of to catch survivors rushing to get their item back.


    Dropping your item against Franklins isn't even a new strategy.

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,874

    That is precisely my point. Why rework a perk that is so easy to counter if that counter is still an option Why give it a much stronger potential impact if its STILL that simple to avoid? Increasing the penalty at this point will just hammer that point home more than before.

    Killer shows up start running. Take a hit lose item run to loop/vaults create space pick item back up drop it again. Without exact specifics the perk now sounds for the most part pointless.

  • Jigsaw_pprentice1993
    Jigsaw_pprentice1993 Member Posts: 225

    but u dont know if the killer has it before he hits you the first time unless ur on coms with friends

  • FellowKillerMain
    FellowKillerMain Member Posts: 858
    edited July 2020

    I have the same concerns! Except from the killer's perspective, lol. I made a post about this exact thing on the feedback forums. Survivors already drop items to prevent them from receiving damage from franklins already. The new franklins would be completely negated by dropping an item. Currently, the condition for damaging the item with franklins requires you to hit the survivor with the perk equipped. So if they drop it, there is no damage. I assume this will be the same for the new perk, which is going to be a big issue if they don't do something like make the consumption timer apply to all items that are dropped, say, within the killer's terror radius. So, whether it's knocked out of their hand, or they drop it, they still face the penalty.

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,874

    That's true but it is still insanely easy to work around in that case. If you lose your item you loop the killer in a way that lets you get it backa nd then drop it yourself.

    I am also from the killer perspective. The whole thing made me think this already kinda useless perk is now ACTUALLY going to be useless. Small dmaage to charges traded for the most easy to counter loss of items ever. Sadly I do think this is going to be just that. Useless as it gets.


    Then get this...since they have been moving away from things "new survivors" find frustrating. Does losing your item unless you get it in 90 seconds sound annoying? Uhm yes. Even though the perk sounds useless I am willing to bet they CHANGE it again due to survivors dislike of it.

  • Jigsaw_pprentice1993
    Jigsaw_pprentice1993 Member Posts: 225

    Yeah but ur not always like that geuss well see on ptb also im a killer main so i dont have those worries i geuss

  • SpaceCoconut
    SpaceCoconut Member Posts: 1,962

    So with the counterplay of simply dropping the item, wouldn't that make Franklin's exactly as it is now other than locating the item?

    Toolboxes are used so quickly that they won't be affected now since items aren't destroyed when they're at 0 charges anyway.

    So... yay we can see the item they stashed, but we can't do anything about it and it's perfectly safe until they pick it up again unless you're playing a specific killer or camp the item.

    Wouldn't it be more fun for both sides if items placed on the ground could be taken? Chest items would stay until the item was taken or swapped by a survivor.

    If Survivors were forced to carry the items if they wanted to keep wouldn't the timer would allow for the players to "fight" over the item creating more dynamic gameplay?

  • ASurvkillivorer
    ASurvkillivorer Member Posts: 1,874

    First sentence is what I have been trying to say since making this topic. It SOUNDS like its a completely pointless change. Hoping there was more to it.