Kind Of Frustrated Over Franklin's Nerf
Like, Moris get turned into jokes as fast as possible, but Keys? Heaven forbid anything counter keys.
Imagine if Killer's had an Offering that let them insta-kill 1-3 Survivors with no animation, if <x> generators were completed with 0 Kills. Like, they just had to run to some random spot on the map and interact with something, and they get free kills.
Survivors would riot (and rightly so). But keys are allowed to give Survivors free escapes with 0 charge and 0 windup animation.
So Killers run Franklin's almost exclusively to counter key builds. ...And now Franklin's does not counter keys, because they are the one item that still does its job at 0 charges
Flashlights don't flicker and dim at 0 charges. Tookboxes don't work slower at 0 charges.
But keys can open the hatch at 0 charges. And now Killers have no counter to this.
I can't read the Dev's mind, so I don't know their future plans, but the look of this nerf really screams 'We won't ever touch keys'. Why would they be 'looking at' keys; an admission that they are aware of the issue Keys represent, then make an unannounced buff to that selfsame item by nerfing the ONE perk to counter them?
(Keep in mind; I've been unable to play since Nemesis launched; my game, even in fullscreen mode, launches with the windows taskbar visible. So I keep clicking out of the game mid-chase. So my info may be a few weeks outdated. So let me know if they wound back this unwarrented and unneeded nerf.)
Comments
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Yeah I hope they get to this key change sooner rather than later but they are better not to announce it. Remember what happened with instaheals?
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Before, it drained items and then ate them.
Now, it leaves empty items on the ground.
This is the nerf I'm talking about. Franklin's no longer destroys items, which means you can't stop a key from being used, because they can always go back, pick it up at 0 charges, and escape.
Before this nerf, the key would disappear.
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My bad, you are correct.
Still, I'd argue it's a nerf since it was used almost exclusively for keys.
Killers can counter flashlights with positioning and toolboxes would be eaten alongside keys.
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Maybe but keys can let any number of Survivors insta-escape with 0 counter play. In a chase? Tap use for 1/2 a frame and the hatch is open, and you're out.
That's outright ignoring Killer pressure, right there. It would be as if Killers could interact with a randomly-spawning item to get kills.
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I try to avoid slugging unless I see a key. I feel it's the most BM out of the three 'Big No's'. And I have nothing against any of them; I tunnel and camp as needed. I just, personally, dislike slugging.
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Keys still work at 0 charges regardless of what killers do. The best thing that gonna happen is a full on slugfest.
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The New Franklin's is actually better than the old one. Realistically speaking, you can't expect to always expect the key to disintegrate with Old Franklin's. Either the survs will stash the key, or somebody will collect it. It's not liek you can camp a key all game.
Franklin's was bad against keys, and it wasn't much help against toolboxes either. Now New Franklin's shreks brown toolboxes and medkits. If you drop your brown kit, no self care for you.
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I know you meant 'Shreds toolboxes' but now I'm picturing Shrek as The Entity rising out of the ground to claim an item while screaming 'GET OUTTA MAH SWAMP!'
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As I said; it's just my point of view. I consider all 3 legit tactics. Non reportable, not bannable.
I just feel slugging is the most BM, when I do it. :P
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Are people going for win streaks and seeing keys every match or something because at least in my experience maybe 1 or 2 matches out of 100 would be an actual group with a key.. any others seemed like a solo doing a daily with the addon to save the key.
New Franklin’s is definitely stronger against medkits which will lose the game far more often than keys will in the grand scheme.
TL;DR
Franklins shouldn’t be the answer to keys in my opinion anyway. Hatch should only be accessible if one survivor remains otherwise ALL gens should have to be completed for a key to be usable on the hatch. This wouldn’t interfere with achievements like “where did they go” for example.
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Devs had to act since everyone was asking for key buffs.
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Why would it trigger me? As I said; all 3 are legit tactics. I just dislike slugging the most, to do or to have done to me.
But that has no bearing on them being used, or being useful. My personal view on slugging vs tunneling vs camping has no right to impact how others play using those strats.
I tunnel. I camp. I don't slug.
That view extends no further than me because I have no right to decide how you, or others, play.
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Its a buff except in the cases of keys, which is why most people run it.
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In my matches the survivors were always smart enough to go hide the key somewhere to avoid Franklin's. I can't count the number of times I came across a key a fellow survivor put in corner or chest to avoid Franklin's.
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Honestly, I feel that, if a chest has an item in it, after 60 seconds of no one interacting with it, it should close & re-lock. So Survivors have to re-open it to get that item back.
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Toolboxes, Flashlights, and Medkits run out of charges naturally. A key can run out of charges but still open the hatch...it's a nerf.
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That would make those chest challenges way easier to complete in one match. Also, wouldn't stop survivor from either dropping item in corner or even next to chest to avoid Franklin's.
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For me, slugging honestly only feels like BM if you go out of your way to slug from moment one with knockout, third seal, the whole shabang. I would much prefer being slugged for the most part, but I really hate being slugged to the point of bleeding out, lol.
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They could at least band-aid fix this whole situation by making it so that keys require 50% of their charges in order to open a hatch. That way overuse of the keys aura reading will take away its ability to give them a free escape, so they'll have to be more careful with it, FD will counter it, and Built To Last can be used to power up a drained key for the escape ability. Basically Killers will have a counter, and survivors will still have a counter for the killers counter.
I'm not saying this would be a permanent fix, Just that the devs could slightly appease the rabid masses of killers on these forums, raging about having no counters to keys anymore, with this simple change to how they function... at least until the key rework is finally ready for testing/release.
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