http://dbd.game/killswitch
If Franklin's Demise was Written Like a Survivor Perk
It would only activate after stomping a boon totem, convert the first swing into a non damaging attack that forces the survivor to drop their item, and then be deactivated until another boon totem is stomped.
It's not written like a proper survivor perk unless it requires you to do something completely situational and unrelated to core gameplay loop mechanics before giving you a maybe mildly useful effect and then disabling itself unless you do the thing you were lucky to be able to do in the first place, a second time. (That's even IF it can be reactivated at all)
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Comments
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Yeah, a lot of the more recent Survivor perks require you to waste so much time that any strong effect isn’t worth the time you weren’t on gens or taking chase.
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if franklin was written like a survivor perk, it would passively make survivors lose charges on the item if they brought more than two of the same item because that's item abuse and unhealthy strategy.
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Blacksmith Franklins Demise:
sharpen your weapon in the basement for 60 seconds to be able to gain the ability to have all survivors drop their items.
Survivors no longer can use items until the last generator is powered.
You now have to hit survivors 3 times to send them into dying and move 20% percent slower carrying a survivor to the hook for the remainder of the trial.
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Wow... I know you're trying to make a joke here, but this isn't even CLOSE to being right. There isn't a single skillcheck involved.
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2
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These gave me a giggle, it's sad survivor perks with conditions are all like this these days.
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Meanwhile, modern killer perks: Kick a gen, let that gen get completed, then get 60 seconds of 6 stacks of STBFL.
Nobody gets good perks these days.
But I like this game! Let me do one:
If Unbound was written like a Survivor perk. "When you vault a window, gain 50% Haste for 3 seconds. This effect has a 40 second cooldown."
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wait…are you telling me…killer perks have a higher power budget than survivor perks????
the survivor team should get 16 perks to compensate for them being weaker than killer ones i think
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Description inaccurate
Doesn't make survivor rummage through 2 chests first.
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Lol so many of the modern perks (on both sides) have such bizarre conditions attached.
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they want newer perks to have flashy and exciting effects to keep the game fresh but to avvoid power creeping old perks they need to be made conditional so theyre balanced out
the chest rummage requirements specifically put a hard cap on how many of these strong perks a surv team can employ successfully
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I understand why they do it. Tbf to BHVR it's not easy coming up with six new perks every three months. It just means we end up with alot of terrible perks.
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What on earth is the point you're trying to make here? With OP they're clearly making fun of how some of the more recent perks have have had arbitrary and overly specific activation conditions and caveats, such as the fragile pallet perk requiring 2 completed chest actions.
I *want to engage with your complaint in good faith but I can't quite figure out what it is
Post edited by ratcoffee on3 -
Yes, clearly I don't play both sides enough to have an opinion that isn't tainted by tribalism. 🙄
My point is that most (not all, most) killer perks that give value I find worthwhile tend to either have no requirements to activate or require me to take an action I would have done anyway like kick a gen, hook a survivor, down a survivor, hook a survivor on a glowy scourge hook.
Most survivor perks (not all, most) that give value I would find worthwhile if not for the ridiculous setup required to actually use them require things like rummaging through chests, cleansing totems, being within x meters of a carried survivor, healing a survivor and staying within x meters of them on solo queue with no comms - things that aren't going to just happen naturally and consistently through the course of normal matches.
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and im making fun of how general survivor perk design is justified, im sorry if that hits the nerve, apparently we're only allowed to complain about bad survivor perks :)
-7 -
I wanna say that aside from poor balancing, that's a side effect of how archaic the scoring system is. Like they're trying to encourage Survivors to do all of their objectives without realizing how much the game has been damaged to the point where those objectives are considered throwing now.
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still not quite sure what you mean here. "making fun of how general survivor perk design is justified" what exactly does that mean?
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intentionally op because it's for the greater good of combating an "issue" (legitimate strategy).
look at conviction for example.
-4 -
op
conviction
in any case, I for one do not think things should be uncounterable just because they are so-called "legitimate strategies."
for example, I don't think that they should remove the broken effect from Plague's infection, or the insta-down from Bubba and Billy's chainsaws, or the exposed status effect from Myers and Ghost Face and the various perks that grant exposed, just because it counters the legitimate strategy of healing in order to have two health states. even though using time to stay healthy is a legitimate strategy for survivors, that doesn't mean there should be zero ways for killers to deal with survivors choosing to stay healthy.
each side having tools to deal with the strategies the other side might use is good game design, and a perk that only activates if you get slugged and still requires someone else to pick you off the ground is IMO an extremely tame way of giving survivors a tool to deal with a particular killer strategy
Post edited by ratcoffee on-1 -
Since you only disagreed with my assessment on Conviction's power level, I presume you agree with me that it's actually fine to have counters to "legitimate tactics" then?
Post edited by Rizzo on-2 -
only if it goes both ways.
judging by the seething in this thread in response to my comments, you and a bunch of other people don't seem to think this way.
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I'm confused here, friend. When I initially explained my position, I explained a scenario where killers have a counter to a "legitimate strategy" of survivors - that is, killers and status effects that make healing either impossible or entirely irrelevant.
I'm wondering, how is it you read my posts thoroughly enough to determine I'm apparently "seething," but you entirely missed the fact that yes, I do indeed believe it goes both ways?
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Why does it sound like you are projecting and only play killer
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Please keep the commentary civil and constructive.
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The problem is Conviction can trigger even when the killer isn't trying to slug. Having the perk trigger at 25%, means that if the survivor gets knocked to the groud under an undropped pallet, if the killer searches the area for a teammate, the survivor with Conviction can pick themselves off the ground. 25% isn't enough time for the killer to search the area for teammates.
The "slugging problem" is supposed to involve excessive slugging where the survivor is slugged for excessive amounts of time. 25% the recovery bar isn't excessive, meaning this perk isn't even trying to punish excessive slugging, and instead is just punishing the killer if they aren't immediately picking up every survivor off of the ground.
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What makes you think that this is supposed to be a anti slugging ONLY perk? Not every perk is designed to be insanely limited to one playstile.
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I mean if a perk only works in the dying state, it's by definition an 'anti-slugging' perk since you won't be able to use them if the Killer doesn't leave you on the ground
Plot Twist being the only exception since it's dying state is self inflicted
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Sorry for my wording, I was more talking about the excessive slugging thing and only countering that.
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Ah, fair point.
Thank you for the clarification!
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Because otherwise it's a bully perk, that survivors would use to place killers in lose/lose situations. Conviction can be weaponized against the killer, which really shouldn't be the intention of the perk.
Conviction really could be a "triggers in the recovery bar is at 95%", to make it sort of like an unbreakable that can be used multiple times per game.
Also, it sets a bad message to the game, that the natural counterplay of conviction, is you should hard tunnel survivors 1 by 1, so they can't activate the conviction perk. This perk basically punishes killers for not tunneling.
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