Hatch and keys are being nerfed. Now nerf Franklin's Demise.
I didn't mind the existence of this perk as much before, since it was the only, somewhat effective counter to keys, which otherwise had no counter. Now keys and the hatch are finally being nerfed, so now I think it's time to nerf Franklin's Demise. Let me explain why, and some ways it could be changed.
Franklin's Demise is just a stupid idea of a perk. The game expects you to not get hit to keep your item? Uh no, you're gonna get hit one way or another. Unless you somehow lose the Killer extremely quickly, which isn't gonna happen, you're never gonna get back to the item before it loses it's charges. Yeah, you can drop your item before you get chased, but it's not fun having to constantly go back and pick it up, this wastes a lot of time. You're honestly just better off saying goodbye to your precious item and toughing through not having it, and perhaps picking it up near the end to escape with it and keep it. I don't see how this is fair, to be honest. The original iteration of the perk was more fair if you ask me, the one that damaged your item with each hit. Here are 3 different ideas to change it:
IDEA 1: my personal favorite, make the perk a Hex perk, but also give it the additional effect of draining the durability of any item that gets dropped instead of only ones hit by Franklin's. This would allow it to be counterable by cleansing it, and ONLY cleansing it, as dropping the item normally would do the same as if you were hit by the perk.
IDEA 2: revert the perk to it's original iteration that I mentioned above.
IDEA 3: extend the time it takes for your item to lose it's charges.
IDEA 4: change it to not make you drop your item if it has no charges.
Some of you might say, that this perk is the only effective counter to items. While that is true, I don't think a perk like this is actually the right way to go for a perk that counters items. Overwhelming Presence also counters items to a degree, but does a bad job at it compared to Franklin's Demise. Overwhelming Presence could be buffed to make items drain even faster, and make the effect persist after leaving the terror radius. If you ask me, this perk is much more problematic than NOED. At least NOED is preventable.
How do you feel about this perk? If you disagree, please do not be rude about it.
Comments
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Franklin's is fine and isn't even a strong perk. You don't need items to finish generators and escape. Items are simply a nice bonus.
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I never said it was a strong perk. It's an annoying perk. If you must prevent my item use, at least don't make me lose it permanently if I escape. That's probably the biggest issue is that the item can be lost entirely.
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Hex perks are supposed to be strong. Franklins is not strong enough to be a hex, even with your buff suggestion
I think franklins is fine. Survivors bringing strongest items is always unfair to the killer, so this is the way you can do something about it
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So you want to nerf a perk that isn't even strong, because you don't like it. Can't survivors learn to grow a spine already. I'm tired of this nonsense that everything must be nerfed, because you don't personally enjoy facing something.
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Killer bias much?
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Well I personally think there should be some different way of doing it, like the buff to Overwhelming Presence I mentioned above. Franklin's is just kind of a.... toxic and unfair way of doing it if you ask me.
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This thread.....survivor bias much?
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I play Killer lmao, and I do in fact use Franklin's Demise. It's not specifically because it annoys ME, it's because I think it's overall an unhealthy perk.
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Killer brought a perk to drop your item with basic attacks only which can be countered by simply dropping your item. what's wrong?
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As previously mentioned, you do have to go back and get it. That may be the entire point sure, but dropping your item also slows you down, and you can actually be hit during the drop animation and have Franklin's Demise still affect the item.
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Yes so you can gen rush hard oh please tell me about your survivor problem. Also this isn't solely introduced to the game just for keys. So please complain more you have to look for it and not get to use it.
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or, get this, you nerf the survivor items/addons that make them OP as well as franklins so that survivors get to keep their items and killers dont feel the need to run it to counter powerful items that 4 survivors at a time can take AND find in chests
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I don't genrush, lol. I break totems alongside gens, to stop NOED. NOED is the direct counter to genrushing.
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I wouldn't mind that at all tbh.
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Yes that's how this perk works. What's bothering you? It really only affects flashlight clickers who can not click in chase anymore. Anyone else can just pick their item back later.
Items are powerful bonus which can be countered with a perk. That's not build in survivor mechanic
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then I am all for that idea. medkits especially as they stand with instaheals are bs as a purple medkit if you hit all great success zones with added charges and instaheal can heal you upwards of 3-4 times with each heal taking less than half a minute
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I'll actually apologize I saw this and would actually prefer this trade off, take franklins but make the skill checks occure at 30% more frequently and I will gladly give up franklins. Or be willing to have you be able to see your dropped item's aura. I don't deny it is toxic but I run it for 4 tool boxes, 4 flashlights which is far more toxic.
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I don't deny your the type of person I wouldn't just end up smashing because you did totems and made my time fun actually getting to chase something other than my shadow.
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Items are supposed to be expendable... also they're so impossibly easy to replace via the bloodweb and chests...
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It's fine. Items aren't a big deal anyways. If you have a high rarity one, then you knew the risks of taking it into the match.
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Lightborn exists to counter flashlights.
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I disagree.
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I would actually prefer that if you remove franklins from the game that items are lost upon exiting unless you are running the item perk to keep your stuff that you find on the map, an I also believe anything that is anniversary based is kept too unless you die, as it stands I have a crap ton of items as a survivor and I hardly lose them but I throw away the browns in the sessions I don't see the purpose of keeping items as a survivor when you fully compete all characters and prestige them Lv3 you will end up having so many that is absolutely unnecessary to have that much.
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I really liked the version we had before where your item disappeared but kept all charges.
The damaging version is bad, because it gives you "half" heals on your medkit. similar to the current version.
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That one was fine.
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Ok sure.
Now that Franklin's has been nerfed, now nerf Dead Hard.
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If Dead Hard actually worked 100% of the time and didn't seem to only have a chance of stopping damage, I wouldn't mind that either.
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Franklin's is no where near strong enough to warrant a nerf. I would agree that its an unhealthy perk if it still destroyed items but it doesn't. Its a fine perk. You can re-pick up your item and pull another item out of a chest. Franklin's is fine.
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And get it knocked out of your hand again? Great idea.
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your not going to care about it getting knocked out of your hand if you would just use the item.
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Can't use the item if Franklin's makes it lose it's durability.
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Yes. You can. If it's completely our of charges you grab something out of a chest. Franklin's is fine. It's no where near strong enough to warrant a nerf and nowhere near weak enough to warrant a buff. There are many perks that need looking into. Franklin's is not one of them.
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So if my good Engineer's toolbox runs out, go to a chest and replace it with a garbage brown toolbox? Great idea. Franklin's isn't fine.
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this just makes you sound salty you lost an easily replaceable item. If you don't want to lose the item just grab it before you escape.
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That's not the most simple task. You've clearly never went against Franklin's...
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Yes I have. Unless the killer is camping the item it is an easy snatch up. Almost no one if absolutely no one here seems to agree that franklin's is a problem. Plus you forget that built to last is pretty much a direct counter to franklin's.
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Salty that the item camping bubba stole your flashlight?
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In franklin's case it could have a cooldown to use, or it could have a surv perk that prevents you from dropping items, but then it would be a perk slot that you're willing to spend to use against something the killer might not even be using on match, but it would be interesting to have a perk like that.
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I've never had a Bubba camp a flashlight lmao, I in fact don't use flashlights that much.
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You're right about Built to Last, I have no argument against that. People HERE might not agree but I know for a fact that a lot of people do agree.
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People that say that franklin is alright have never played an item based build as in medkit. If you take franklin i lose 2/3 perks right there and there. So yes if you run all 2nd chance perks/self care/exhaustion you wont be affected.
I want perk that allows me to deactivate killers power for 60 seconds after i get hit or downed. (should work everytime i get hit.)
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I seriously disagree with making this perk a Hex perk, regardless of its strength. Hex perks are honestly a bit problematic for the game right now and I don't think the game needs more of them in its current state.
The problem with Franklin's Demise is that even if it can completely shutdown items by completely draining them, this alone often just isn't worth a Killer's perk slot, especially considering that the current strongest items in the game (keys), are able to be used without any charges.
At lower levels you may see killers use this perk out of fear, but at higher levels more skilled and competent killers will use other, stronger perks because at that point they are better and use strategies to a point where most items just aren't as effective against them. The less impactful items become, the less impactful Franklin's becomes.
When flashlight and pallets saves had no timing and had a 5 second window to execute, this perk was almost a must-have. Nowadays, the only high level killers I see use the perk use it exclusively on Pinhead because of the box.
I think Franklin's Demise is in a good state currently, and I think that items bar keys are also in a good state. What needs addressing is the base game's mechanics.
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I mean just go back and pick up the item. With the exceptions of Trapper and Hag you still have plenty of time to go back and pick up the item....and with the buffed Built to Last it won't be that big of a deal. If the item looses all it's charges on the ground hop in a locker (for the first time) and get 99 charges back.
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With Built to Last, it will still be a problem, just less of one. You will never get back to it in time and still have enough charges left for a decent use of the item.
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Yikes.
Imagine bringing an optional item into the game that you know full well that you can lose during the match...
Then calling it unhealthy because you lost that item during the match.
What I will say is that I think White Ward should protect your items even in the case of Franklin's. You shouldn't be robbed of your offering's power because of a perk.
Then again, to play devils advocate, a killer's offerings are always worth less than the survivor team's offerings, so maybe its good you can be denied.
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The killer is one guy playing against 4 survivors, so it's fine if the killer happens to be running a perk (or even playing a killer) that completely shuts down your build. Not so much if a survivor can run something that happens to shut down a killer's power completely.
Plague would also shut down your med-kit build, are you going to complain about her as well?
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Lol no, if anything buff it so it effects Killer powers too. Franklin dies by Bubbas chainsaw, not his mallet.
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This just seems like you want to get value out of your item guranteed, meaning you can't actually fully counter items.
Idea 1: eh.... I'm not sure about this. The idea is nice but it's a hex. It would be a nice counter, but it's a hex. Maybe if it drains much faster then sure, cause hexes are terrible.
Idea 2: No, that one was bad.
Idea 3: Once again no, that's bad. It takes 90 secs. That's more then a solo gen.
Idea 4: This idea is literally useless most of the time. I never have to use a flashlight, key, or map to the point there is 0 charges. This literally targets medkits and toolboxes only.
Also you say that at least NOED is preventable yet you said how you can prevent franklin's before that. Is the perk fun? No but it's not fun to lose because someone brought an item.
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I wont complain about it since i can still use it on others or on me if i dont get broken. What i cant do is use my medkit with 0 charges because a killer used franklins and made my charges disappear
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They need to nerf BT, dead hard, DS and Iron will. Since they are annoying perks
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