Revert Franklin's Nerf

2

Comments

  • Ruma
    Ruma Member Posts: 2,069

    How? Killers will ALWAYS lose their addons while Suvivors can atleast keep their item and with a perk even their add ons.

  • GeneralV
    GeneralV Member Posts: 11,052

    It makes sense, but the effect on keys should have been considered. Keys are extremely powerful and unfair, and such change makes it worse.

  • Science_Guy
    Science_Guy Member Posts: 2,019

    The faux outrage right on cue is adorable as usual.

    As if you all even used Franklin's.

    As if Survivors didn't just drop their key in a safe spot on the rare chance someone DID bring Franklin's.

    Just another day in forum.dbd.

  • Nameless
    Nameless Member Posts: 869
    edited June 2021

    It's not like Franklins really did anything to keys anyways. Smart survivors would just store the item somewhere until they have to use it or can use it. Honestly, as long as they keep their promise and actually change keys so they're not as busted then I don't see a problem with the Franklins change.

    This change hardly fixes the overload of stuff in the bloodweb. It'll still be a problem after this goes live.

  • jarjargist21
    jarjargist21 Member Posts: 444

    Huh, well I guess you devs don't care about you killers because this nerf will damage the game causing killers to quit the game for good. And now keys and plunderer's is slightly buff because of this. So you ensure survivors now have an easy access for surviving with keys without thinking of constituences. It would been better idea if you had the vaccines respawn after they get destroy by Franklin's. I play both sides and I honestly think franklin's was fair and can counter keys.

  • GeneralV
    GeneralV Member Posts: 11,052

    Amazing...

  • Woodywool
    Woodywool Member Posts: 622

    If all charges are going to disappear in a minute (previously, an item got destroyed after the minute), survivors can't use any item because it ran out of charges (including keys). So, that's ok.

  • Laluzi
    Laluzi Member Posts: 6,126

    I didn't use Franklin's as a killer out of sheer ambivalence, but as a survivor, if I brought a key for a challenge/to clean out a character before prestige, 3 in 4 games saw the killer put on Franklin's. Same if someone else in the lobby brought a key. I'd immediately unequip my item unless it was a toolbox; there was no point.

    Do you honestly not see the problem with giving killers zero ability to counter to the item that lets survivors win the game early and can turn a guaranteed 3k, 4k without hatch, into a 1k3e? To the point where survivors no longer even have a need to do their own counterplay (because plenty of survivors were stupid enough to fall for it?) Like, this is why Moris got nerfed to where they are - there was nothing survivors could do to prevent the game being ended prematurely, just because the killer brought an item. Your blitheness is coming across just fine, but I'm left wanting for your logic on why this isn't worth getting bothered about.

  • KingFrost
    KingFrost Member Posts: 3,014

    That makes Franklin's WORSE on Nemesis, though. I feel like having it work on vaccines makes sense.

  • supersonic853
    supersonic853 Member Posts: 5,540
    edited June 2021

    After 4 years. How long did undying ruin take? Im a 50/50 with mostly survivor hours but even i need to call that bs. Honestly idk why the ds rework took so long. Same with object.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    I'll just hit them as they vault a pallet, then laugh as i dont break it

  • JHondo
    JHondo Member Posts: 1,174

    The only killer I use Franklin's on is Hag for the clicky clicky sticks so this isn't too big of an impact to me but it definitely sucks they've nerfed a perfectly fine perk.

  • KingFrost
    KingFrost Member Posts: 3,014

    Undying was a HUGE problem in the game. It was basically the only thing killers ran for the duration. If you look at the things it took a long time for them to change, it's because the statistics didn't show they were a problem. How often was Iri Head used before its nerf? DS escape rate wasn't abnormal. Even Key escapes are pretty uncommon (for as strong as they are.) There's actually a method behind why devs do the things they do.

  • supersonic853
    supersonic853 Member Posts: 5,540

    Okay by statistics object was fine then and totally not abused by 4 mans for free permanent aura reading?

  • TWiXT
    TWiXT Member Posts: 2,063

    They were worried it'd destroy the vaccines, and thus prevent survivors from being able to take 2 hits to get injured instead of 1 when playing against nemesis.

  • KingFrost
    KingFrost Member Posts: 3,014

    Yes, by statistics it was fine. That's why it took so long for them to fix it. Because the statistics were saying "This is not a problem". But just because something's not a statistical problem, doesn't mean it's fun to play against. Which is why OoO was eventually changed. It took so long because the statistics weren't painting the problem properly.

  • Laluzi
    Laluzi Member Posts: 6,126

    I'd also like to note that beyond keys, this messes with the effect of Franklin's by altering survivor behavior. You could use the perk as bait because survivors would want to retrieve their items even if they couldn't reliably use them, because they wanted to escape with them and keep them for the next game. Survivors would frequently return to drop spots as soon as a chase was over, after they got unhooked, or even stop to pick up the item right after you hit them, giving the killer an easy second hit. Franklin's Demise was a perk that played off of greed.

    By removing the threat of the item permanently vanishing, survivors aren't pressured to retrieve their item. They can grab it at the end of the game if they're still around. You'll still see some survivors picking up their unused purple medkit or flashlight ASAP, but for the most part, survivors are going to be much more comfortable leaving their item behind if they can still walk out with it.

    If you made no effort to guard items with Franklin's before, this is a buff, because you'll get more return out of the perk for each hit. A player who takes 30s to retrieve their medkit now has 1/3 of their charges gone, where before, they'd just get the item back. So that's nice for killers who aren't Hag/Trapper. But in return, survivors are going to waste less time running across the map to pick up their items, and there's no ability to guard a key into unusability, which was what a significant portion of players if not most of them ran it for.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495
    edited June 2021

    So, I wanna say something. This change is almost no different than the original Franklin's. So it feels, strangely familiar and that's not a good thing

  • Moundshroud
    Moundshroud Member Posts: 4,458

    The change seems fine to me. Do I think it will fundamentally alter how things are played? No. It only really affects Keys and I suspect something else will fundamentally alter those in due course anyway.

  • FeryGEN
    FeryGEN Member Posts: 629
    edited June 2021

    As far as I know, the keys work even without charges.

  • Wiggles_Diggles
    Wiggles_Diggles Member Posts: 181

    I honestly believe that the change to the perk will make it better for every item except for keys. This is because keys can open the hatch with no charges.

    Its one of those things that seems like a win lose situation. It will now have much more utility against med kits, flashlights, maps, and some of the keys addons it makes it even harder to face keys. They did nerf one of the few tools killers had to deal with what is one of the most complained about things survivors have.


    I just want to know why it was changed.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    Yes, they will open the hatch without charges. They just can't be used for whatever other purpose was created via Add-on(s).

  • EQWashu
    EQWashu Member, Mod Posts: 5,105

    Franklin's was changed mostly due to the vaccine with Nemesis being a single use item. The perk would destroy the vaccine and render them unusable.

  • Mr_K
    Mr_K Member Posts: 9,209

    only counterplay Killer had to delete key from a game

    Sometimes the simplest answer is the right one.

  • Dustin
    Dustin Member Posts: 2,305

    Why not just make a special exception for the item?


    Now Killers will just tunnel the survivors to death like before.

  • Avilgus
    Avilgus Member Posts: 1,261
    edited June 2021

    The vaccin excuse sound very very ridiculous.

    It's like killing a mosquito with a minigun.

  • Anghroth
    Anghroth Member Posts: 40

    Because the way it works now, those poor crybaby survivor mains won't lose their precious keys anymore :D

  • Sluzzy
    Sluzzy Member Posts: 3,130

    Franklin's dropping the item is all it should have done from the beginning.

    A perk shouldn't be completely rendering an item useless, and taking it away to the entity. That's too much


    Survivor still has to waste a lot of time looking for their item if they wanted it.

  • Haku
    Haku Member Posts: 614

    Yup I really don't like this change either. Make it immune to Franklins !!!

  • nickofford
    nickofford Member Posts: 105

    It was way too strong of a perk that would punish survivors even if they won by taking away their item , so I'm glad it got changed.

    At least now they can balance it with how charges per second it takes away from items and change it accordingly.

    Also not to mention that in solo queue you had no idea the perk was in play until YOU yourself got hit and then loop the killer and/or stay on the hook for 90 seconds and BAM your item is gone with no shot of getting it back.

  • Dustin
    Dustin Member Posts: 2,305

    lol

    That isn't changed - you can still be punched in the back of the head before leaving gates - What are you going to do? Die for an item?

    This solves nothing about losing the item when leaving a trial.

  • Dustin
    Dustin Member Posts: 2,305
    edited June 2021

    Also another thing about Franklin's and this change.

    I get it - BHVR wants consistency but here's the thing. Just give a special rule on the perk that items of a set rarity cannot be dropped and make the Vaccine the only rarity of this item.

    That way it can be clearly listed in the rules of the perk and it isn't confusing and you don't dumpster the perk. It also sets up the perk for the future so if more items are added you can make them immune easily too with no confusion.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,907

    Wow let’s just ignore the fact the mods gave a explanation and just blame it on survivor bias it’s not like they announced there nerfing keys.

  • TF_Ryuu
    TF_Ryuu Member Posts: 76
    edited June 2021

    Tnx for free key buff behaviour, still prefer surv at killer... Nerf the mori and don't nerf key BUT nerf the only perk for counter her... no comment for real