is Franklins Demise that good?

TropesDaMan
TropesDaMan Member Posts: 1,017

alright i have a stupid opinion, is Franklins that good of a perk, ive seen so many say its strong, but i dont see it being better then other M1 perks like STBFL or Sloppy Butcher.

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  • TamaraLatte
    TamaraLatte Member Posts: 131

    I think it used to be, or at least I sometimes used it, back when it reduced charges. Not so much now though.

  • Abbzy
    Abbzy Member Posts: 3,827

    Its not that good its like mid perk, its main use comes when its used with lich perk which gives aura reveal to survivors that are near droped items but alone its not that great unless you see lobby of full medkits,toolboxes or flashlights and you can use it against these teams but it realy is only mid perk and without weave attunement is not that good especialy when it no longer reduces item charges like it did before.

    People just dont like getting their item droped thats it.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017
  • cammoking123
    cammoking123 Member Posts: 202

    The perk didn't reduce charges when it was first released. They just undid a buff.

  • Abbzy
    Abbzy Member Posts: 3,827

    Still not worthy to run unless you have vecnas aura perk or go against full toolbox team or something like this but other than that its not that great people just hate it because they get their items om the ground so they call it op.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    i never run it i just heard people say its strong, but thats fair

  • TWiXT
    TWiXT Member Posts: 2,208

    Despite how nerfed it's become, it's still never leaving one of my Pyramid Head builds! People don't realize how useful it is to him, and I'm debating on whether I should spill the beans on why, or keep these ancient and dark secrets of the old magics to myself…

  • Rapid99
    Rapid99 Member Posts: 391
    edited May 17

    It used to be but the dev team decided to remove the thing that made it useful (removing charges from items) because they were either too lazy or couldn't figure out how to make it work with fog vials. So they just butchered basically the only counterplay killers have to items instead of just… not putting in a new item, no one uses anyway.

    Like seriously I haven't seen a single usage of fog vial since coming back to this game.

    And they have yet to revert it.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,848

    It's weaker on its own now since it doesn't remove charges anymore. But it's still my most hated perk and a straight up perk ban in me and my groups custom game. Irritates the hell out of me when I get slapped, drop a purple item, don't realise initially then spend the rest of the game trying to remember where I got hit so I can gety item back.

    But it is made a lot more effective when combod with weave attunement. Absolutely hate going against that perk combo.

  • RizeKagune
    RizeKagune Member Posts: 148

    FD was my most used perk before the nerf.

  • MechWarrior3
    MechWarrior3 Member Posts: 6,229

    It can still be useful and a good time waster. Survivors have to waste time playing fetch if they want their item unless if you’re the rare type of player like @GeneralV that never brings in an item. 🤣

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    not bringing an item has to be a death sentence in some cases right?

  • MechWarrior3
    MechWarrior3 Member Posts: 6,229

    Apparently not for General V. He manages it somehow. 🤣

    Me though? I don’t leave home without my lightsaber.

  • GeneralV
    GeneralV Member Posts: 12,790
  • cogsturning
    cogsturning Member Posts: 3,988

    Honestly the best players I go against often don't have items. People who run Dramaturgy sometimes don't bring them either.

  • cogsturning
    cogsturning Member Posts: 3,988

    I've only ever run Franklin's with Weave. Can't complain about it.

    Screenshot_20260517_120444.jpg

    I never used the previous version. I hated playing against it and thought it was too strong. I think being able to counter all items by simply M1ing once was way too high of a reward.

  • Abbzy
    Abbzy Member Posts: 3,827

    I wouldnt say so because I play majoritypf games without items.

    Like depends toolbox or medkit are best, keys have some great addons but their main thing is to help you with hatch which isnt that reliable because you need to be the last and run hatch offering. Flashlight without builds to utilize them are very situational and waste time because sessoned killers always look into wall shen they pick or around for some saviours. Maps without addons arent that good mostly good only against totems but must have addons on them, flashbangs are from perks and firecrackers which do the same are very simular to flashlights I would say they are nmore perk dependent then flashlights especialy now when they dont blind killer when survivor droped it even behind the killer(this bug existed for long and made them very strong because there wasnt much killer could do to counter them they even blinded him when he was in corner looking into the wall). Smoke bombs, I dont have much experience with them I would say they are great against spirit or some range killers or nurse but they dont offer what medkits, toolboxes do and I would say team save can have greater value than chase escape unless you are lone wolf type of player the sole survivor.

    Thats for items all I would say they offer you more than you have without them but arent so game breaking (their addons were back in the days). So playing without them wont hinder you that much if you have solid game sence and dolid looping skill, in swf you will run them more but in this economy its good to run something especialy when getting someone to p100 isnt that hard and gives you lot of items and good addons.

  • MechWarrior3
    MechWarrior3 Member Posts: 6,229

    There be no honor in thee, than a looted treasure chest!🪎

  • HexSlugged
    HexSlugged Member Posts: 292

    the only items i use are medkits and fog vials, i love fog vials as i like to avoid chase and be stealthy

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    fog vials are kinda weak imo, only really work against baby killers, unless ur on a tight indoor map

  • HexSlugged
    HexSlugged Member Posts: 292

    they arent that strong true, but more fun to me than flashlight and toolboxes. timing on fog vials is important. you want to drop it before a survivor is in the radius because then it fully blocks the view. if you do it within the range of the killer than youll lose the value

  • Rapid99
    Rapid99 Member Posts: 391

    It was an entire perk slot to be able to counter only items, and quite literally the ONLY counterplay killers had to items outside of "lol just deal with it".

    Now it's a dead perk that does nothing outside of see playtime with weave attunement and killers are left with no counterplay to items.

  • cogsturning
    cogsturning Member Posts: 3,988

    There is counterplay, it's just specific to the lobby, and killers have the advantage of a visible lobby. Regress/slowdown hurts gen toolboxes, a bunch of perks counter sabo toolboxes, anti-healing perks nerf medkits, Lightborn counters flashlights. The other stuff doesn't really need counters because it's mostly harmless. And it's not like Franklin's no longer works. I lose track of my items and never get them back regularly. When you're in chase, you often don't even notice you lost your item until later. You also might not have time to go wondering about looking for it.

    I'm not sure why one perk should counter every sort of item, especially when people have whole builds around those items. There's also no survivor perk that disables all killer add-ons. Many killer add-ons have no counters, like ones that show gen progress. Those are indeed 'just deal with it."

  • Rapid99
    Rapid99 Member Posts: 391
    edited May 17

    Because the game is asymmetrical. There is a big difference on 4 survivors having access to an item to one killer having addons. No killer addon in this game is competing in value with even just one survivor having a good toolbox and cooking a gen out. Or a medkit and not having to need two survivors occupied healing. Unless we're talking about the S tier of all S tier addons like, old compound 33.

    That's the thing, the things you listed outside of lightborn aren't item counters… that's just the killer playing the game. Gen regression isn't a counter to toolboxes. Because that same gen regression happens regardless if they have toolboxes or not, so the only thing happening is the gen goes faster for the survivor so it's still objectively better for them.

    Same with anti-healing. A survivor having to take longer to heal but doing it by themselves is still better than a survivor healing another survivor and that also taking longer because the anti heal would affect them all the same (not to mention my go to anti healing perk, leverage, got nuked for no reason even though it was only seeing playtime because of resurgence). These things aren't item exclusive like franklin's was. It directly interacted with specifically items.

    Lightborn is just a dud perk most of the time because flashlights aren't that big of a deal. It's the medkits and toolboxes.

  • angrychuck
    angrychuck Member Posts: 562

    In all honesty I only use Franklins to be an item gremlin or to piss people off. My favorite use is taking items from survivors on singularity and using the biopods to monitor the items so the survivors can't get it back.

  • Abbzy
    Abbzy Member Posts: 3,827

    There is many of them the greed is huge in DBD almost as salt, which is strange because nowdays everything is cheaper and with p100 you get acces to everything very fast.

    Like they couldnt see aura of droped items and especialy didnt loose any charges on them.

  • Abbzy
    Abbzy Member Posts: 3,827

    Well on indoors like larrys if you have bit of distance you can use them to get killer off you.

    They are best agsinst spirit because of sound they made and cover tracks of scratch marks deffinitely best item against spirit and very usefull against killers like nurse or some range killers to throw them off. Like all things they have their use even when its more limited but Im always so happy to get them in 2v8 when I face spirit and Im not playing scout who has iron will, they help you so much agaisnt spirit who is killer I dont like much because I hate playing against something I dont see and sounds arent what they used to be back in 2016 I would say you could hear survivors just by walking through grass or breathing but now thats thing of a past or you must run spunds on max and have good headphones with good hearing which isnt thing for me this kind of self torture.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,871

    franklins was never good(killers mainly used it in events since high BP+troll them out of event items), but it got nerfed anyways due to survivor frustrations. then it got nerfed again to its current state , so it's easy to see it as a dead perk now.

    however, the last nerf of no longer draining item charge makes franklins more effective when paired with Weave Attunement now, since survivors will want their items back to use before stashing the dead item in a corner, which gives a chance to get another Franklins drop whereas before survivors would immediately stash the depleted item in a corner.

    I personally only used franklins with Weave anyways(franklins was never good on pinhead) so the perks only gotten a little better now for me but those that didn't may not like where Franklins is at today.

  • terumisan
    terumisan Member Posts: 2,516

    nope it got nerfed into garbage tier when they got rid of the damaging charges for items

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 4,035

    Franklins + Weave attunement is really good, its awful to go against if you have dramaturgy LOL

  • Astel
    Astel Member Posts: 766

    It's still mind boggling that they didn't do any compensation buff for FD after this long time.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,508

    As others have said, Franklins Demise was never a good Perk. The relevant Items (Medkits, Toolboxes, Flashlights) are better countered by other Perks. E.g. Anti-Healing and Gen Regression are better and used anyway. And if you dont want to get blinded, Lightborn is a full protection, so no need for Franklins.

    The only times Franklins Demise was used was frequently was when an Event happened (because Survivors can get event-exclusive Items so some Killers liked to use Franklins just so that Survivors lose those) and in combination with Weave Attunement. Weave Attunement shows the aura of Survivors who are in range of 12m of a dropped item. They are also oblivious for 30 seconds when picking up an item. And it causes an item to drop itself when all charges are depleted. Franklins Demise was used to get more consistent value out of it and a lot of Aura Reading, if a Survivor dropped their Item in a random place during chase.

    But the popularity of this combo (and Franklins Demise) fell off after they nerfed Weave Attunement and showed the Item Location to Survivors who are in that 12m radius. Which was a justified nerf IMO, picking up your own Item is one thing, but performing some triangulation to find out where a dropped Item might be… Not reasonable.

    But you can still use Franklins + Weave, the combo is not terrible. It still provides good information and can still waste the time of Survivors (since the counterplay is to bring the item at the edge of the map to drop it there, which wastes time). But Franklins on its own is not good and was never good.

  • Brokenbones
    Brokenbones Member Posts: 5,776
    edited May 19

    It was decent when it removed charges over time due to the fact that was the only real answer to medkits, healing requires 16 charges so an item losing only a few charges can really disrupt that. Of course, it got nerfed and now no longer does this.

    The reason for that nerf has to be the dumbest thing though, I am about 90% sure Franklins was only nerfed because of Fog Vials and keys. These items got changed to not use charges but instead numbered uses. I don't know why but it seems like they couldn't figure out how to make Franklins interact with that system (Or straight up didn't want to) so they got rid of it with no real compensation buff.

    And if you think I'm grasping, this has actually happened before. When Nemesis got added, Franklin's got changed to no longer delete items from the trial because the developers either didn't want a perk to be able to delete 'special' items like Vaccines or Flashbangs or couldn't figure out how to make the perk not delete them.

    A problem they would later fix by making them take up their own slot.

    AND YET DESPITE THAT

    Franklin's never got buffed to delete items again.

  • TWiXT
    TWiXT Member Posts: 2,208
    edited May 19

    Ok, I decided I'd spill the beans on why it will never leave one of my Pyramid Head builds.

    Survivors opposing Pyramid Head, especially in mid-high MMR, have a habit of avoiding becoming Tormented at all costs, even if it means crouching over one of PH's trails while within striking range of the killer. This makes using the Cage/Execution side of his ability rarely come into play, which for a PH player means they have no advantage.

    Knock an Item out of a survivors hands with Franklin's Demise and Draw a Trail of Torment over said item, and if the survivor wants it back they'll either have to wait until the Trail disappears or get Tormented. "But they can just crouch over the trail to get their item back without getting tormented" I hear you say… Not so. When they pick up their item on a Trail, the pickup animation forces them to stand up, and apparently, as long as they aren't in the crouch position, they will get Tormented every time. Standing on a trail is apparently the sole condition for receiving the tormented status, so with FD, you can force survivors who want their items back to receive Torment.

    Obviously, this was much better when FD drained Charges as it put survivors in a tough position of getting tormented or just abandoning the item since all of its charges would be gone by the time the trail disappeared, however, Despite the nerf, and with trails taking up to 90 seconds to vanish, you can effectively take their items off the board as an issue for minutes at a time if they want to avoid getting tormented.

    As many have also pointed out, Weave Attunement has incredible synergy with FD, but it's unnecessary on PH since survivors getting tormented gives you the Killer Instinct alert. However, with Weave you also give survivors who retrieve their items the Oblivious status, which is another feather in your cap if you have the perk slot to spare, and it also shows them the aura of their dropped items in your trails which can serve as bait for the torment to the most forgetful survivors, who're unsure of where you knocked it out of their hands. IMO, I have 1 build that uses both FD and WA, and one that only uses FD, and both are about equally good at getting them tormented, so if that's your goal, use whichever you prefer.

    PH is also not the only Killer that gets unique interaction with FD, as both Hag and Trapper can use it to "bait their traps", and Hag's Trap activation has a similar "Standing" condition as torment, but unlike torment, Survivors get a "Wipe Trap" prompt to avoid triggering it. Trapper using items to bait his traps however only gets one use from this with Bloody Coil, which secures an injury for anyone who disarms a trap to retrieve their item, so FD's not as good on him without that add-on.

    Now that I've explained these "dark secrets of the old magics", I hope you have fun trying it out 😋

  • Balrog
    Balrog Mod, Co-ordinator Posts: 1,271

    Came here to say this! It's got great synergy with Weave Attunement.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    woah mod comment jumpscare on my post, but yeah ive yet to try this out, i dont have Bubba though sadly, but i am buying him in a few days

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    i use that brown add on that increases the width, but smaller range. seeing as i play close range a lot, this actually might be good for me

  • Balrog
    Balrog Mod, Co-ordinator Posts: 1,271

    BOO!

    Bubba was my P3 back in the day! One of the more fun adepts to get.

  • TWiXT
    TWiXT Member Posts: 2,208

    Also there's the "Little Spies" build:

    Franklin's, Weave, Human Greed, Hex: Undying

    Basically this makes 4 totems, all chests, and any dropped items reveal survivors auras all over the map. Undying can get cleansed, chests can get opened, and survivors can pick their items back up to remove all of the aura revealing potential, but overall, its a pretty fun little meme build that wouldn't be as useful without Franklin's Demise.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    insert stegull scream

    any tips for him? i dont really do well wit killers like him

  • Balrog
    Balrog Mod, Co-ordinator Posts: 1,271

    It's been YEARS since I did my Bubba main run, but Otzdarva videos at the time were my go to! He's still an amazing creator.🤩 Learning the speed and distance of his chainsaw runs made him a joy to play.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    I love Otz he taught me how to correctly use my main, Skull Merchant, though im now leaning towards Twins or Demo. ill check it out! i also hear u need bamboozle on bubba

  • Balrog
    Balrog Mod, Co-ordinator Posts: 1,271

    Based Skull Merchant main? In the wild? Now leaning towards Twins? 😲

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    on Switch as well! i may only have 325 hours on the game but i still love my selection. and yes i love Twins, i think of Victor as my child and feel pure hatred towards those who dropkick him. im special