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Please nerf Franklin's a little too
Basically, right now Franklin's is like, "Hit survivor, they completely lose their item."
It's very rare to actually have time to retrieve your item. If you go down that quickly after the first hit, it's bad for your team. And if you have a decent chase, by time you go down and get unhooked, your item is completely dead.
The fact that Weave Attunement is getting a nerf is great, but Franklin's has always felt like a very annoying, cancerous perk. It is not fair when it completely drains all the charges of your item. It's one of those situations where, again, only a highly-coordinate SWF can have a teammate swoop in and instantly pick up the dropped item. Otherwise solo queue suffers as usual.
So instead of charges draining over time, I think it should be changed to this:
- Causes dropped items to instantly lose 4/6/8 charges, or 2/3/4 seconds of use.
- You still see the aura of the items within 32 meters
- The aura still has color, so you know about how many charges the item has left.
- After a survivor drops their item in this way, or retrieves it, reveal their aura for 4/5/6 seconds. (NEW)
Heh, thought I'd add a little buff too. 😊 See, it's not the item dropping and the plays killers could make by guarding those items that I didn't like, so much as the fact that typically this perk drained 70% ~ 100% of the item charges with a single M1.
Comments
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It used to be that a basic attack would deplete the item by 33 percent at a time then they changed it to what it is now if I recall correctly. I never liked how a White Ward doesn't protect your item from Franklin's and we can do nothing to killer add ons when they use a Black Ward. I think if they can make it that the item is useless in the match but returned to you with add ons if you use a White Ward even if left on the ground I'd be ok with it kept as is. They could also make it for flashlights only and other items aren't affected as I'm sick of getting my item usually a med kit screwed over because someone brought a flashlight.
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No perk fine the way it is. Its only way to counter busted flashlight and medkits. And perk has counter do not bring 4 items in lobby specially medkits and more than 1 flashlight. Survivors items already really annoying to deal with and 8 charges is nothing so no perk is fine
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The only way to counter, huh… guess you've never heard about lightborn? Shadowborn? Hex: two can play? There's a bunch of anti healing perks and addons out there too.
If you're going to say the "counter" survivors have is to "not bring 4 items", then I say an even better counter is to quit the game and not even play.
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As a killer main, I would not mind a change to the item depletion aspect of the perk. Usually the main thing I use it for is disrupting usage or setting up for Weave Attunement, not necessarily deleting the items.
I wouldn't mind if it drained significantly slower, or if it had a different way of affecting item charge entirely.The main thing I'd consider too much is if it doesn't affect item charges at all.
When I play Survivor, as it is if they have Franklin's I never bother picking up my item at all, cause it'll barely have any charge by the time I get it. If this was changed, it could give Franklin's some slowdown value to the killer by making items worth going back for.
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I would only change, that if the Killer has Franklin's, then you always keep the Item you brought to a Match, because the Item you brought in is 99% lost, even if you escape. That would take a lot of Frustration away.
But the Perk itself is fine. It's a great and fair universal way to counter Items. You can get a new Item from a Chest if you wanna have one. That's the Point of Chests. And if you use a Build that are completly depended on a Item aka. a Build that "always felt like a very annoying and cancerous Build" for Killers to play against, like Background Player and a Flashlight or a Sabotage Build, then bring a Perk like Scavenger or Residual Manifest with you and/or use Built to Last to counter the lost Charges.
Also the Perk does nothing if a Survivor doesn't use Items or uses Flashbangs. It's a bit or a gamble for a Killer to use the Perk.
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Trying to nerf a perk that has no value unless you’re being annoying is funny
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Are you really trying to pass Shadoborn and Hex: two can play as counter to flashlights? Those perks are garbage.
If you're going to say the "counter" survivors have is to "not bring 4 items"
or just don't bring item you will care about it. I simply play with brown medkits, if it makes killer waste a perk slot, that's good trade for me.
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Such a perfect response.
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I agree franklins deserves a nerf. It’s one of the most frustrating perks to play against next to pain res.
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Franklins still not problematic as survivors bringing styptics, syringes, bnps, and toolboxes that cost 0 perk slot.
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Completely untrue. Flashlights and sabo toolboxes are not the only thing in the game.
The fact that it doesn't use up a perk slot is irrelevant. Items take up your ITEM SLOT. Items are a thing in the game, and they are supposed to exist for a reason.
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I'd rather have a perk that lets me hold my item despite powers/franklins that has a secondary effect. I was hoping Ace in the Holes rework would do this.
But please give me a perk which lets me keep my item in my hand. or an Addon1 -
The only change Franklin's needs is it doesn't make you lose your item at the end of the round; it's fine as is.
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god forbid a killer gets rewarded for a fresh hook 😂
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Franklins is always problematic as soon as there is an event with items. And swoosh, killer start playing Franklins to ensure people cant loot eventitems.
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I have no problem with the regression by it self, but how it turns out in my matches. Gen 99% boom, gen 99% boom again, gen 99% again and booooom agaaaainn. Last but not least the killer comes, chases me and my gen regresses again. When I come back it is at 0% again! Fun!
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BHVR should add a hard counter perk that just stops you from being forced to drop your item.
Like the killer perk Lightborn it wouldn’t be amazing but would prevent a style of gameplay some players hate.1