Remove over-time drainage from franklin's demise
It's too punishing. Im fine if the item is completly drained instantly at the end of the timer, but not when its gradually being depleted over time. By the time anyone is able to pick it up the charges left are useless. Getting hit is already halfway mark to being hooked, we dont need it to be double as punishing by rendering the item useless. Not to mention that you need to keep spending BPs for new items while Franklin's Demise is one time purchase
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You don't need to spend BP for the item if you can pick the item back up again (even at 0 charges) and escape with it.
But Franklin's needs to have an impact when you first knock an item out of a survivor's hand, because the perk is super easy to play around (survivors can just drop their own items) and the 90 second timer is not hard to beat.
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I love how Franklin's Demine was perfectly fine...until they made keys need at least 1 charge to open hatch. Suddenly it's 'unfun' or 'OP' or 'unfair'. 😂
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I've always thought franklins was an unfun perk and it has nothing to do with keys, you can play extremely well and outclass the killer as a group in almost every regard but lose your items even if you brought a white ward. Personally I would be totally fine if franklins made you drop your item and it lost all charges in 20s or was disabled for the rest of the match somehow if you at least got it back after if you escape, even if you only got it back after using a white ward. Just never liked the fact it affects survivors outside of the trial. Think about it, you are protecting an injured survivor on the way out the gate, you have a purple item with nice addons and brought a white ward, you take a protection hit for the person and you all escape, but you lost all that bp investment through an offering to keep your item because of a perk and its not even effecting the current trial it is effecting your next match.
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Mate, just drop the item. Franklin's doesn't affect items if you put them down yourself. You can always go back for that item later if you're out of chase.
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That can still just be throwing, way I see it fine you don't want me to use items this game to the extent you brought a perk for it. Shouldn't effect follow on games.
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The risk of using items as a survivor has always been that you can lose the item. If the idea that you might lose an item you brought into trail is not something you like, then don't bring an item into trail.
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nah I think Franklins is fine the way it is.
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Is this a spite thing that you think your perks should effect more games than the one you participated in?
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I'm just saying I think Franklins is fine.
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There are three chests in a trial for a reason, you just don't want to lose your bully-squad item.
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fair enough cant convince everybody.
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thats what the white ward is for though...so can at leasta white ward protect it?
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I assure you I do not have a bully squad lol. I even play killer mostly.
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If you dropped your item in a trail yourself, the white ward wouldn't protect it.
If you must insist on keeping your item with a White Ward, you can force the killer to grab you out of lockers instead of hitting you.
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So throw?
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My real question is why do you feel that your perk should effect the persons next game even in situations where you lost.
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If the item is so important to you that you must keep it, that's your solution.
Franklin's is fine. It's a perk that punishes survivor greed and it's very clearly working as intended.
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so am i supposed to drop my items every match now? This would made sense if i knew killer has this perk. You dont know if they have it unless you are being hit
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all having grey items and green key.... no one cries after items that are grey. your advice would made sense if the chests gave equally worthy items as the ones brought to the match
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Franklins is fine. You don't need to know what perks a Killer has because there are 4 Survivors with 4 perks each; imagine a SWF building to counter a Killer's perks.
And the Killer is using a perk that does not help in chases and does not slow down gens and does not give him information to find Survivors. I mean, boo-hoo; you lost an item you can buy again, to a perk that does nothing to help a Killer win.
I think you're focusing on 'This is MY item' and can't accept that sometimes you lose the item. Hell, there was a time where using up an item's charges deleted it from your hand. You're not meant to keep them forever.
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"to a perk that does nothing to help a Killer win."
ok but why you are acting as if items has no impact of the outcome of the match? this is ignorant, items can win a lot of games
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The removed the use all the charges aspect so that argument doesn't count. I even conceded I would be fine under normal circumstances of franklins made me drop it, its gone, But I think the ward should let you keep it. Though also removing charges from someones toolbox does slow down gens... But if it doesnt help them win then its strictly a trolling perk.
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I'm not saying items don't help Survivors win. Are you just making up ######### to attack people?
I'm saying Franklin's does not help KILLERS win; It does not help in chases, it does not help gen slowdown, and it does not help down Survivors.
Where the hell did I say items don't help Survivors win? You're attacking anyone who dares to disagree with your idea.
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Well it depends:
If you know the killer has franklin's after a smack, and you know they're gonna hit you next time, start dropping the item when you're about to enter chase if you think the item is important. Cause either way you're losing your item anyways at that point.
But if you think you can loop the killer for a long time, and hopefully they go for someone else, and not target you the whole time, don't drop it.
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How does it effect next game? It used to before, when you lost it completely.
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well it helps a lot in slowing down gens (if killer made survivors drop toolboxes) and downing survivors (survivor is already injured cuz their medkit was depleted by the perk) and help in chases (survivors can blind and cofuse the killer bcoz their flashstick is lost in the grass). this is really ignorant to say that it does not help the killer win matches
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You can pick it up and drop it again before killer recovers from attack, if you worry that much about your item...
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It should be changed...to 0 charges as soon as it's knocked from the survivors hand 😆
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Yeah don't you think it's an overstatement? There is no way of knowing if the perk is active currently so in order to that I'd need to drop it every single match, every single chase and id still wouldnt know cuz the top right notification only appears when you are carrying an item
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They took the completely used aspect out so that's not a valid point, but I will address the first. But, If I bring an item I am risking that item in the trial, full acceptance, With the caveat that if I escape I get to keep it, I bring an offering to protect it even if the game goes south and I die and I can use it next game. Your perk, negates my ability to use it next game even if I play well enough to escape and through my offering. So it effects me outside of our trial.
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It wasn't overstatement. Survivors with key, or maps do that a lot against Frenklyn's.
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I will also direct you to my initial scenario I laid out which is not an uncommon occurrence in this game.
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White Ward only allows you to keep your item if it's in your hand at the time you die. Same with the key addons. It's how the offering/addons have always worked even before the Franklin's changes.
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I understand that...Its just an insurance policy, which in my opinion should cover Franklins as well. Not placing it down on your own volition though that would be problematic.
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You're the only person with a problem with Franklin's. The perk is fine. The drainage is over time so the Killer gets USE out of it.
If it just sat on the ground for 120 seconds, then hit 0; Survivors could pick it up without any loss in charges. The way it works now means a medkit may not have enough charges to heal a Survivor after they get hit & find the item again, so the Killer got use out of his perk.
Again; Franklin's is fine.
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The fact is that stacked items can be too strong and killer should have way to deal with it. It isn't just keys, but yeah that is main problem. Flashlights as Hag / Wraith. Med-kits when you play hit and run style.
If you said that you should somehow keep item, if you escape. Sure. I don't care.
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It has never covered Franklin's and if it did would only lead to the ability for survivors to duplicate items. It's literally not an issue. There's a single very niche situation in which a White Ward doesn't protect your item and you still have the option to force a killer to grab you out of a locker to prevent the force item drop.
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That is exactly what I'm saying...You still have to escape. I would be totally fine with the item hitting 0 charges the second it hits the ground, or take 25% immediately and then start the decay. Buff that aspect of it for all I care, just don't have it effect future games even if the survivor plays well.
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Please read my scenario i put out and tell me why your perk should mean I cant use my item in my next game.
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Because the point of Franklin's is to remove items from survivors.
If you want to keep your item so badly then you need to pick it back up and prevent the killer from knocking out of your hands again.
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You won it though I cant use my item in our game congrats. But why should it effect more than our match if I manage to escape?
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If you escape with your item in hand you get to keep it. Franklin's no longer can delete items so you always have the chance to pick it back up.
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I think the perk is great as is.
It's just punishing enough to those pesky teams that run flashlights, maps, and keys. It's the only real way to counter Maps and keys for 4 gens completed and being 3 gened. Keep survivors from those cheap hatch escapes.
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how about solo players like me? majority of the players arent teams
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I miss old Franklin's where the item would disappear that was always satisfying to see.
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You should have other copies of that item. If you dont you risked losing your last one anyway if you died.
If you need items buy them or get plunders/ace in the hole and go hunting (both one time purchases that can be used to get infinite good items out of matches btw).
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So to my other half of that, what if white ward would also extend to this because that is an offering to protect my item if the game goes south. I just don't understand why any person feels the need to effect players in entirely different games.
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Again it really doesn't effect you in other games as I pointed out above.
And yes the white ward should apply to dropped items same as all other items. The problem with that is that survivors can change their items out, so the devs would probably struggle to program it so that you keep either both items (if you pick up a new one) or only keep the new one you pick up.
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pointing out I risked it if I died anyway doesn't address living...anyway I'm glad someone can concede that white ward could possibly extend to the items in such a case. Not a programmer so I cant say how hard it is to program an if a survivor leaves with someone else's item clause but from my perspective it does not seem too difficult.
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It essentially seems the same. Just a little more punishing than before. But at least there's arguably more counterplay if you're able to bring Built To Last and Streetwise.
Here we go again with the bias lol People are always complaining about keys and hatch, so it's not a big deal if someone dislikes Franklin's. Especially since it's not just about keys.
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