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How do you feel about items now that Franklin's Demise is dead?

Raccoon
Raccoon Member Posts: 8,185
edited September 2025 in General Discussions

Do you use them more?

Do you feel like they impact the game?

Do you hate them as killer?

Comments

  • Astel
    Astel Member Posts: 763
    edited September 2025

    Before nerf, I saw M1 killers sometimes bring it to counter survivors with 4 items. I haven't seen any Franklin's Demise after nerf, though. And they seem to play more serious when they face 4-item survivors.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,387

    It can be annoying to play against 4 same items, but nothing I can do about it now, so I usually just take the game more seriously.

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    I haven't brought items in years unless I need one for a challenge, so no difference on my end.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,388

    this honestly, I only bring maps for boon builds like before… the charges make them even more niche to me.

    The keys are cool for unlocking chests but like, why don't they show where chests are…?

  • MechWarrior3
    MechWarrior3 Member Posts: 5,904

    I know this will sound odd but I was using the perk the other day. While I miss how it use to work, I still got some value out of when my survivors got 3 toolboxes knocked out of their hands. They had to go back and grab it lol

  • UndeddJester
    UndeddJester Member Posts: 4,973

    I feel like Keys are decent for newer players and help a fair bit in SoloQ. Auras are never gonna be as valuable as toolboxes and medkits for highly experienced players, but they are functionally sound for casual players.

    Maps are almost there, and in a similar boat that auras aren't ever gonna be valuable enough for highly experienced players, but their almost at a spot where they are good. They need: -

    • More charges (I vote 8)
    • The bug where the totem add on stops the WoO effect to be fixed. If totems are a concern with 8 charges, have this add-on half them.
    • The gen reveal just part of the standard reveal for the user and the beam of light made something separate.
    • The iri changed to not be killer reveal since that is keys territory. I vote for having it reveal the Maps aura while channeled, and show any revealed auras to teammates.

    Medkits need their tiers made mean something, actually make the Altruism portion matter. Otherwise are fine.

    Toolboxes need to have the brown worn tools removed (it has an active detriment). I would also merge the Engineer's and Mechanic's Toolbox into one. I'd also make Commodius worse at sabotaging since it is the best repair toolbox.

    Flashlights are fine, though the brightness add-ons should have a purpose of some description, though not sure what. I think Flashlights only problem is they are hard countered by Lightborn. I think LB should be buffed to only prevent blind effects (splash, stun and lunge), not prevent the blind. This would make it so that blind perks (Champion on Lighta and Residual Manifest) can still have an effect.

    Fog Vials are overnerfed. They need 2 charges more, or they need 1 charge and some extra utility. I vote for the latter and reusing the PTB notification block and HUD smoke effect to give Fog Vials some more meta use cases.

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    That's why it was still handy back in the day, especially with Key. Even in an SWF, you had to tell everyone where it dropped. And unless you were hyper coordinated like those people that chart the map like Battleship or unless you dropped it in a recognizable spot, it'd be a challenge.

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    I'd love to see more effects not be hard countered in the game. They've already done this with Distortion. Flashlights are a great example as well. I was thinking just earlier actually that they really need to revisit how Oni operates with the Broken effect. For years I've been saying that No Mither is an unfair buff to his power and that's even more true now that there are more perks that leave you broken. Same with Plague deleting heals. I don't think there need to be hard nerfs, but there should be more flexibility with play.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited September 2025

    What could make map into a usable item? Making it so it has unlimited charges and reveals things to the whole team.

    I mean it'd be strong, but wouldn't it be kinda boring? Just tap your button every time it immediately ends to keep the effect going permanently? There is nothing really engaging about this cause it's completely free, no reason not to just use it constantly... might as well just have the auras permanently on while you hold the map and cut out the middle man. There needs to be SOME limiting factor, otherwise using it becomes kinda mindless.

    I'd prefer the team aura reveal to be the Iri effect, as it fits the Iri design of unlocking a much stronger form of the item and shifts it's gameplay. Syringes allow healing on the move, BNPs perma reduce charges, Fog Vials (if they don't suck) become a short distance sight blocker, Keys become a killer aura reveal, this change to maps fits the mould.

    Key just needs to be made a secondary item so instead of having to backtrack to pick it up you can just bring it with you. //..// Also revert blood amber

    I like that idea, given that keys have this "open chest" property, it would make make sense keys can be relegated to a secondary slot if you pick up another item.

    Iri I don't think would be a problem if it didn't reveal your aura to the killer, though I would miss it's synergy with Distortion, however the other downsides are substantial and the current reveal aura to killer variation does nean this add-on has impact vs. lower tier killers but as you say is an aid to higher tier killers, so I could live with it, it probably shouldn't be perk reliant... I also like the global reveal nature of new Blood Amber since it helps to use it vs. really fast killers off hook... so I'd be sad to see that go as well if it were reverted.

    Flashlight brightness add-ons should actually increase the duration of blinds by more.

    We already have add-ons for duration. Save stuns is an interesting idea, though sadly that does lean into punish low mobility killers more than high mobility ones... and you rarely get a flashlight save on a Nurse or Blight, cause if they have any sense you are nearby, they can easily push you off. Have been toying with ideas of blind effect or scratch marks, but I'm not happy with either of those suggestions yet. 🤔

    Fog vials need at least 5 charges, the extra utility idea could work but it'd need to include stuff like drastically increasing the thickness.

    No objections there. More charges are needed regardless. If it's gonna have low charges, it needs to be pretty damned effective, and if it's gonna be less effective, you need to be able to use it preemptively where you are less likely to get max value.

  • Massquwatt
    Massquwatt Member Posts: 629

    I still use franklin's/weave on Pyramid Head. It's pretty devilish really, draw a trail over the dropped item and when they pick it up they get tormented regardless if they're crouching or not.

  • OmegaXII
    OmegaXII Member Posts: 2,438

    It was my favourite perk, and I'm really sad it's gone.

    Yes it's a mediocre perk before, and I'm probably winning more games now by switching it to other perks, but it doesn't change the fact I very much loved it.

    image.png

    PLEASE BRING IT BACK

  • SoGo
    SoGo Member Posts: 4,577

    Toolboxes: Mechanic's should be removed, Commodious and Engineer's should get their sabo bonuses removed and Commodious should have 4 charges less. Add-ons that need nerfs are both the speed ones, BNP and at least one of the charge ones.

    Medkits: Fine, but tiers mean nothing and there are too many addons.

    Flashlights: Too many addons, Brightness modifier does nothing.

    Maps: Should have more addons, especially a chest one, the gens should be revealed right away and not tied to the beam, totem addon needs to be fixed, iri addon needs reworking.

    Keys: Pretty much perfect, I would add 3-4 more addons for more functions.

    Fog Vials: Revert some of the nerfs.

    Firecrackers: Should be an actual item.

  • SoGo
    SoGo Member Posts: 4,577

    Toolboxes: Mechanic's should be removed, Commodious and Engineer's should get their sabo bonuses removed and Commodious should have 4 charges less. Add-ons that need nerfs are both the speed ones, BNP and at least one of the charge ones.

    Medkits: Fine, but tiers mean nothing and there are too many addons.

    Flashlights: Too many addons, Brightness modifier does nothing.

    Maps: Should have more addons, especially a chest one, the gens should be revealed right away and not tied to the beam, totem addon needs to be fixed, iri addon needs reworking.

    Keys: Pretty much perfect, I would add 3-4 more addons for more functions.

    Fog Vials: Revert some of the nerfs.

    Firecrackers: Should be an actual item.

  • SkeletonDance
    SkeletonDance Member Posts: 641

    I think we can all agree that keys and maps reworks are pretty much failure. I haven't seen one person using either of those items in matches.

  • brewingtea
    brewingtea Member Posts: 785

    I don't feel any different, from a survivor standpoint. I still bring a medkit each match, since A) it's the most useful item, B) second-place isn't even CLOSE, and C) I have literally thousands of them.

    As killer, I never ran FD anyway, so while I agree that it got nerfed into unusability, it hasn't affected my particular game.

    Maps should just have infinite charges. Even the most casual SWF is going to call out gen locations, and there's no limit on how many times THEY can do it, so…

    Keys revealing teammates should also be infinite. Again, SWFs can just say, "Where are you?" and get that info (and way more!) for free, so…

    Blood Amber shouldn't be infinite, but it should be buffed. You already have to sacrifice multiple charges on the key AND reveal yourself to the killer in exchange for the info, so it should work on stealth killers. After all, if a SWF sees GF, they're going to call it out, so why not give that info to solo queue, if that player wants to give up so much for it?

    You should still have to stop and "Channel" the key, so it's not broken in chase, but you should be able to use that to see teammates as often as you want.

    Flashlights are useless in solo queue, and fog vials are useless period.

  • Rick1998
    Rick1998 Member Posts: 543

    why was franklins killed of again ?
    my usual tought was because of fog vials not having charges but then they added charges to fog vials so bow i'm just confused on why we nerfed franklins out of the blue.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    I saw someone using Franklin's the other day and that's just another level of petty I can't comprehend.

    Anyway I've been throwing on No Quarter on 4 medkit lobbies, and the perk kinda sucks but it's really funny when it works. Especially with Hemorrhage.

    The moral of the story is buff No Quarter.