http://dbd.game/killswitch
So...how do we counter strong items now?
i mean even tho everyone said do not touch franklin's
which means tunneling and slugging is about to become to 10 times worst (especially tunneling)
because now killers can no longer can counter the busted items that literally can carry survivors and will have to remove someone out of the game early to be able to play
either that or just play nurse
especially medkits since u can't even use even use perks that apply haemorrhage and mangled since vigil exists (even without vigil u can just power through them lol)
i know this is gonna get downvoted since this community still has the mind set of
killer buffs / opinion : bad
survivors buffs / opinion : good
thank you for listening to our feedback and completely ignoring it
Comments
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I dont really like franklins but I do enjoy mangled/hemorrhage perks/addons. If we are talking about dealing with strong medkits. I have been having a good bit of success with leverage+mangled/hemorrhage addons or sloppy. It does force more investment from the survivor end and survivors stay injured for longer ive noticed with it. I recommend trying that out for medkits at least. Against other options not really sure right now.
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They have to tunnel more because they don't have Franklin's? You can't be serious. People will tunnel because they want to. A nerf to a little used perk won't make any difference to tunneling.
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I think OP is biased. People tunnel without care do you have items or not.
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tunneling will be more common because now instead of the killer trying to remove the medkit for everyone so they don't suffer they will just focus one person instead
a little used perk countered a lot of busted items in this game, if u see 4 medkikts u will equip franklin's
now u can't because they will just go pick it up since it won't lose any charge, it can just stay there and anyone can pick it up and go on
Post edited by PigWithTvs on-6 -
Uh, no, I would not equip a ######### perk to deal with Medkits.
If people tunnel because of it, then they were already going to tunnel.
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im really not, some people do, some don't.
i don't like tunneling but when i see people 4 medkits or toolboxes instead of tunneling one person ruining their day i try to hit all survivors to remove the items first
and im very sure a lot people did this too
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IMO Leverage and Mangled combined is too much of a Slowdown to have an effect. When I get unhooked or unhook someone and the Killer has both, I will simply not heal and rather do a Gen, because the time investment is too big.
It depends what you want - if you want Slowdown, Leverage OR a Mangled Option (Gift of Pain is still criminally underrated) is key.
If you want Survivors to just not heal, combining both is fine. (Or if the Survivors are really not efficient at all, you get even more Slowdown)6 -
and now instead spreading around and trying to remove all the items giving the person who was gonna get tunneled first a chance, they will just do it even more
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i did honestly, i tried sloppy, survivors simply powered throught it, hence why i had franklin's equipped
unless 3 of my perks are for healing, it usually doesn't do anything against strong medkits
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Personally I almost never used franklin's. More so becouse I never believed in it being anything but a waste of a perk slot. It was best used against soloq. In swf, ppl drop items and that's it so my playstyle/builds are not changing.
So to answer. That's the neat part, you don't.
For medkits, I guess run perks that apply mangled (wow i know 2sec slower healing, amazing value) and pray they don't have an insta heal? Or just play Plague. For toolboxes, there is no counter so just give up.
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I'd just use Gift of Pain since that not only slows down gens and healing, but also encourages spreading pressure.
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RIP Weave Attunement (except maybe Twins and Legion)
I think Franklin's is now just useless, because it doesn't do what killers wanted it to do. You can't use it to deny use of the item, not even bait survivors on the item. Survivors don't need to return for it quickly anymore.
Majority of players didn't use it, so it doesn't change that much overall. More impactful is basically the knowledge there is nothing killer can do it stop survivors from using their items.We have seen it several times in past, where perk nerf should have not affect majority of players, who did not use the perk, but the kowledge the perk got nerfed changed how players played overall.
So killers will be more frustrated now, when facing 4 items and survivors don't have to worry about bringing whatever items they want.
Frankling was not used that much, but it was an option you don't have anymore.0 -
scourage hooks are really not a solution tbh, yea can be nice but what use are u gonna get out of it if they spawn across the map, i mean u could use jagged compass, but wasting 2 perk slots to counter items doesn't seem that fair tbh
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You can almost always make a scourge hook, barring weird maps.
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That's not really what Franklins was for…
Gift of Pain doesn't do anything, if you drop the chase and then survivor is free to selfheal. Also Franklins was not just to deal with medkits.
There is not an alternative for what Franklins was doing for the killers.-1 -
Yes. You do need to actually down people and not just camp items.
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You didn't even need to camp item. Just 1 second was enough for medkit to deny full heal (unless addons were used).
Camping item was definetly valid strategy for Wraith, or Hag. I don't see anything wrong with it, it was kinda funny in my opinion to bait survivors on it.Gifts of Pain is solid perk, but it's definetly not a replacement for Franklins.
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I does make sense, but I don't tunnel when I play killer. But Franklins buy you time where survivors have to spend more time healing, doing gens or whatever item you took away. Now without that tunneling will be the way to buy back time for many so I'm sure tunneling will get worse. Bad for me also since I only play survivor right now 😐️
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Franklin's was a bad perk. I wish they had made it useful, but it isn't a big deal.
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It wasn't bad perk on specific killers. It's fine, if you didn't like to use it, but it just wasn't bad perk.
It was quite good on Wraith and Hag, because those killers regularly drop their chase. They simply can't commit to all of their chases, that's good way to lose…
I often played Franklins when I have seen 4 items as Wraith, didn't even play Weave for it. It was better than Sloppy imo.
Then Franklins for decent with Weave on any M1 killer. Weave is so much worse now, because of this nerf.-2 -
It was bad. It was a perk used to troll and that was literally it's only reason to exist.
It's fine if you liked it, but it was objectively a bad perk.
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Feels like this will just be a case of a storm in a teacup. In spite of multiple times when people came decked out in the survivor lobby, most killers I've faced have not used Franklin's. Whilst a nerf to that perk is a downgrade to facing survivor items, I highly doubt tunneling is going to increase heavily. People who tunnel will tunnel regardless. They could have a perk which disintegrates items immediately and those people would still tunnel regardless.
I don't feel this will be a big thing. Survivors may forget where the items were dropped, and it can stop some plays, such as a survivor hanging around with a flashlight. It still has a use. Weaker now? Absolutely! But it really isn't that big a deal, and I say this as somebody who feels quite chuffed when it comes up in my randomised builds.
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If Franklins was not a bad Perk you would have seen it far more often. But its Pickrate was already low, it is not like a Metaperk or popular Perk was nerfed. IMO the main reason for the complaints is that a Killer Perk got nerfed, not that a good Perk got nerfed.
Even against Lobbies with 4 Items you were always better off with another Perk than Franklins. Let alone that it was not even good against most Items:
- Medkits —> Yeah, it was okish, but Mangled and Hemorrhage are universally better (even when no Medkits are in play). And it did nothing against Syringes anyway.
- Toolboxes —> Were mostly used up when the Killer arrives with Franklins.
- Flashlights —> Eh. Lightborn is better, but even then, not really worth equipping either for Flashlights. Flashlight-User are usually good for the Killer, since they are less efficient.
- Keys and Maps —> Obviously sucked.
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I've give it a try with this perk many matches the last time you mentioned it, paired with that perk that changes hooks to scourged. And no, it doesn't work. I had better success with meme perks like agitation/oppression.
Smart survivors will directly rush gens injured when they see this perk is in play, and only heal when it expires. With how vigil becomes extremely popular, it's gone away way too quick to be any useful.
And after they healed up, they'll just take aggro and occupy the killer again. So your perk does absolutely nothing.
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dude nothing will happen, franklin pickrate will go from 0.5% to 0% and we'll forget about it
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It didn't have that low pickrate tho, higher than Unforeseen or Infectious Fright, which are very good perks in my opinion.
The only thing is it wasn't good for ANY killer, but there definetly were killers, where it was solid option. Just by that it can't have high pickrate, but that doesn't mean it's a bad perk.
There are strong perks, which can be used only by few killers. I don't think Rapid brutality is weak perk, but it can be used by like 3 killers…
There are better perks, if all survivors have same item, but Franklins was only perk to deal with any item. That's quite a big difference in my opinion.-2 -
Personally I find this objection a little misguided. For the record, I do think Franklin's needs an extra effect to be worth running and it's a shame we didn't get a healthier one than the one it had before, but I really think this notion about strong items being uncounterable now is unfounded.
For starters, there are only two strong items to begin with, and one of them just flat out wasn't countered by Franklin's anyway. A toolbox (at least a generator toolbox, sabotage toolboxes were affected) will almost certainly be emptied by the time you hit that person with Franklin's unless you're lucky enough to chase the only toolbox user in the game before they get a chance to touch a gen, which isn't that likely.
That leaves only medkits actually being countered by Franklin's and while it was useful at that in ways it isn't now… I don't know that you really need to freak out about medkits now. Franklin's already didn't counter the strongest part of medkits, the syringes, unless you got lucky enough for the item to FULLY drain before it's picked up, and the other strongest healing tools aren't related to medkits at all.Other antiheal that you'd bring for the actually strong tools (stuff like Gift of Pain, Leverage, even regular Mangled) are still going to work just fine. Medkits will continue to be what they were before the Franklin's nerf: strong, worth bringing, and reliable, but not insanely scary for the killer without other tools that aren't affected by Franklin's anyway.
This kinda leaves us in a position where Franklin's didn't actually do that much for one of the two things you'd want to bring it for, and the one thing it does affect it only affects the less scary versions of it. I don't think that really changes much for killer overall.
The alternative is not exclusively to tunnel either, btw. If you immediately leap to that, you were probably inclined to tunnel at the slightest provocation anyway.
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A strong medkit with multiple heals removes the pressure that injury states typically apply. If even two survivors can heal twice by themselves in a game, and the other two once, yes, that does incentivize tunneling because dropping chase or spreading damage is meaningless.
Decent pressure is one surv in chase, one on a gen, and two healing (optimally each other). The two healing may be out of position and have travel time as well, both before and after hook/unhooking.
Add in Decent Medkits and you can throw this out the window; we aren't even talking about the stronger side of things.
Sloppy is likewise not a meaningful solution given mangled was also nerfed to a temp condition, and Vigil generally is more common than ever for it. The optimal strat is just don't heal through sloppy, work a gen and then heal. If you wana talk leverage or something you're asking me to dedicate half my perks to a "soft counter" medkits.
Whats easier, losing half or more of my perks to bad slowdown effects that won't solve the problem (mangled affects time not total medkit use anyway) or just tunneling the weak link till their dead / cycling hooks relentlessly?
Franklins has always been healthy, even back when it destroyed items. The perk has likely been nerfed to forgo anymore spaghetti code problems (like the last time with Cenobites Box / Nemi's Syringes / Weskers CANS).
It isn't nessisary to win but thats the point; Survivor Mains will bear the brunt of that when they begin to use the glut of medkits they aquired in the event to trivialize pressure, which will bring tunneling back to the highs not since seen since the Release of CoH BOONERS.-1 -
I will simply continue doing what i was doing and its to leave the pre lobby if i see hidden names + medkits only or 3 medkits 1 toolbox.
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If you're concerned about healing, then Gift of Pain and Leverage are good choices. Though it is probably a bad idea to use both together, as that will most likely make people give up on healing and go back to gens immediately.
As for the others, you can just play like you normally play. None of them ever required Franklin's in the first place.
Toolboxes were used right from the start most of the time, so it didn't really matter. Lightborn is a better option for dealing with flashlights, because it also counters flashbangs, and there is no way to know if survivors even have flashbangs before the match starts.
Maps and keys were awful, and the Fog Vials have just been added, we still have to wait and see how strong they truly are.
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Pressure from injuries only becomes meaningless if the self heals are very fast, which is why the CoH peak was such a problem. That perk combined with the much stronger medkits at the time meant that realistically speaking, survivors would have multiple sub-10 second self-heals in a match, which is crazy powerful.
Now don't get me wrong, medkits are still very powerful, but you can't have insanely fast AND insanely numerous heals. You have to pick one or the other, and you have to dedicate far more of your build to get either.
Regular, unmodified medkits aren't an issue. You don't need to be scared of a single 24 second heal, and you don't need to be scared of two either if they only bring charge addons. That survivor's still investing time to heal.
They get scarier with a few tools added in, Botany being a very powerful supporting perk, but to get anything close to old CoH meta a survivor would have to dedicate a huge chunk of their build… which means they'll lack chase, info, gen speed, anti-tunnel, whatever. How much of the loadout it takes to get a crazy effect is relevant to the balance discussion, because it makes a survivor's build very fragile and inflexible.If you're worried about it, there are also good anti-perks to pick from. Mangled being on a timer is fairly annoying and Vigil is popular right now, so let's say that's off the table- you still have something like Leverage to convince them to stay injured or Gift of Pain to outright punish them for healing, you still have Coulrophobia if you're playing a killer with a decent terror radius, you have stuff like Deathbound and Forced Penance as sort of sideways anti-heal perks… and you do still have Franklin's.
The time it takes them to get the medkit again adds to the overall heal time. It's not as good, but it still exists- in my opinion it isn't worth running because it was only barely worth running if you really, really wanted survivors not to be allowed to use their builds with the secondary effect, but if all you want is to make sure healing takes a time investment, it does still do that.1 -
I'm sorry thats just not true, and likely comes from the perspective of the modern, stronger killers who are both quick to injure and down with varied and large amounts of built in pressure.
Many standard killers (Single Ability Killers) who do not have the wild kits or power creep elements of modern killers depend on those inches and seconds, and even a modest health kit with standard speed but a lot of charges allows a team to reset at their convenience and individually, out of or in position.
Take Wraith for instance, whose main strength comes through hit and run, or Twins who depend on pressuring injury states. Even with the large power gap between them, I don't think you can honestly say that a decent medkit on 4 survs makes no difference there. Again, we aren't even talking about the high run stuff, just middle of the road decent.
Again, you are suggesting a lot of other perks as work arounds that again, do not directly solve the problem. Their not worthless suggestions, don't get it twisted, but Imagine my tire explodes and I used to just be able to go and get a new tire for my car. Now you've banned tire replacement for cars but constantly try to sell me that a Bike on the grounds that its a vehicle, people can use it to get to work, is somehow an equal or adequate replacement.
It doesn't change the fact that a bike is not a car and I don't want to ride a damn bike.
I don't want to have 3 different perks as a round about solution to a problem that already had a direct solution. I'm not buying YouTube premium for features they hid behind a paywall that were formally free.
Again, in the end though it doesn't matter because the solutions are already there; like I said, if its clear to a killer there's 4 medkits and pressure is impossible due to constant ease of resets, then the killers going to tunnel.
And there's nothing wrong with that lmao.
I am merely suggesting for the sake of SURVIVORS, you may want to consider your stance and go play Trapper for a while and tell me Medkits are meaningless / GoP fixes all0 -
For the record, I mostly play killers like the ones you're talking about. Sadako has been my main killer recently, I've played a fair chunk of Wraith and Clown over the years, I used to be a Trapper main…
Trust me when I tell you that this is not a misguided take born of only looking at a small section of the game. If you're worried about pressure from injuries, medkits without very specific supporting tools aren't actually the issue right now. If you see a lobby full of medkits, sure, that's reason to pause and rethink your perk selections, but you've never needed SPECIFICALLY Franklin's to do it.
There are other individual perks you can run, you don't need to dedicate a whole build. JUST Gift of Pain sufficiently punishes survivors for healing, JUST Sloppy Butcher can push survivors to stay injured longer, JUST Forced Penance makes sure that survivors taking aggro can't heal up quickly, and so on.Sure, you can run combos if you want, but you don't need to. Identify what you're struggling with and there'll certainly be tools to help you— and I'm willing to bet it's rarely actually the existence of medkits, honestly.
Plus, don't forget that stopping survivors from healing/making it slower isn't the only option. You can also lessen the benefit of healing with some specific chase perks as well.Put simply, there isn't a problem that is only solved by Franklin's and other tools can't address. There's nothing related specifically to medkits that requires that one specific perk to counter which you don't have other answers for. At worst you just have to get a bit creative, which is certainly a mild annoyance but not a balance problem.
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I've got 6 years under my belt as killer myself, I just respectfully disagree thats all. I think with the addition of new add ons (and items) such as the Iri Stamp amongst other things, that in time, people will come to see it my way.
Franklins was almost certianly nerfed to avoid conflict in spagheti code against recharging items (i.e. the Fog Vial) and I think deep down, people know thats almost certianly true.-1 -
There are definitely things weaker killers are struggling with now and will in the future, and some forms of healing are definitely among them.
Medkits, though, aren't, unless a survivor is dedicating a lot to make them that way. A middle of the pack double-heal, no-speed-increase medkit is very reasonable, as is a single-heal speedy medkit.
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Yeah again, we just aren't going to see eye to eye on this one.
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VVigil takes it down to just over an entire minute.
If you can't get easy value from everyone being injured or everyone doing gens slower, idk how to help.
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I think a better way to describe Franklin's is to say it was an unhealthy perk. It's strength is debatable but it can't be denied it was miserable to face. I'm glad they removed the depletion effect. I do wish they'd have reworked Franklin's to be useful in some way though. Regardless of how much I hated Franklin's I don't want to see anything nerfed into useless status.
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it can't be denied it was miserable to face
I never really cared. I don't really need my item to play…
I'm glad they removed the depletion effect.
Sure, but it simply needs some valid secondary effect. Bigger aura reading change was just useless.
or just completely rework it and give the effect to Weave0 -
I mean that's what I said. I wish they'd have reworked it to have a useful effect that wasn't obnoxious to face.
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