Franklin’s Demise Vs White Ward
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And if the offering worked it'd defeat the purpose of the perk. One has to trump the other.
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Cetren said:Cetren said:And if the offering worked it'd defeat the purpose of the perk. One has to trump the other.1
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Star99er, are you aware as a survivor you are capable of putting your item down on command? Do you feel that if you willingly put down a ghost lunchbox, that you should then keep it? Or if you swap it with an item in a chest you should escape with two? No that's ridiculous and would cause people to exploit item duplication and running the in game economy as well as giving survivors more of an edge when it comes to items.
Franklin just makes dropping the item involuntary. It's a tough thing to experience but that's what hard counters are about5 -
White wards protects you from losing your held item upon death.
If a killer knocks it out of your hands and you don't pick it up that's on you, if you don't die with the item in your hand you don't get to keep it with you.2 -
It protects the items that are in your hand. If you drop it, then the item isn’t in your hand and the ward doesn’t protect it.1
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@azazer said:
Star99er, are you aware as a survivor you are capable of putting your item down on command? Do you feel that if you willingly put down a ghost lunchbox, that you should then keep it? Or if you swap it with an item in a chest you should escape with two? No that's ridiculous and would cause people to exploit item duplication and running the in game economy as well as giving survivors more of an edge when it comes to items.You're jumping the gun here, I never said anything about getting 2 items. Though it would be cool if you kept the one so long as you didn't pick up any other items in the trial aside from the one you came in with.
Post edited by Star99er on1 -
if the killer is willing to give up a valuable perk slot just to make people drop items, it should make them lose them too. franklin's can be replaced with way better perks, but since it needs to be viable and good, it should trump white ward.
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White ward is a very rare offering so it shouldn't be wasted by a perk. It would make sense that you lose your item during the trial but get it back when it ends7
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There are just too many variables to have the white ward work any other way. Bottom line you are no longer in possession of the item when dropped, therefore when you die the ward CANNOT help you.1
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It protects whatever is in your hand at the time from death.
Not really hard to comprehend.Broccoli_Jaeger said:White ward is a very rare offering so it shouldn't be wasted by a perk. It would make sense that you lose your item during the trial but get it back when it ends
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Star99er said:Cetren said:Cetren said:And if the offering worked it'd defeat the purpose of the perk. One has to trump the other.1
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@Star99er said:
You shouldn’t lose the items you brought in if you equip white ward, it’s total bs and defeats the purpose of the offering.I agree that a perk shouldn't negate the add-on as its already fairly rare. But they need a way for killers to get items (much like survivors farming from chests) so we don't have to keep dumping BP into pointless webs.
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I know this post is a little old but I just feel like if you used white ward but you die without a item in your hand then you get white ward back1
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@Cetren said:
And if the offering worked it'd defeat the purpose of the perk. One has to trump the other.No because the purpose of the perk is to prevent someone from using an item in your trial. If they got the item back after the trial was over it has no effect on you.
I agree 100%, a White Ward should prevent you from losing an item you brought into the trial, with the only exceptions being it was used up or you put it down yourself.
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Not holding item when you die or escape? Then how is white ward supposed to help you?
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I tried to give a random person a nice item with good add-ons and of course the killer had Franklin's :')
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Psychic1337 said:I know this post is a little old but I just feel like if you used white ward but you die without a item in your hand then you get white ward back
I think they should make it to where if you die in game with/without the item you brought in-hand you won’t lose it as long as you don’t pick up any other items during the trial. Also make it to where other survivors can’t pick up your item, this way people can’t exploit it and make duplicates.1 -
@Star99er said:
You shouldn’t lose the items you brought in if you equip white ward, it’s total bs and defeats the purpose of the offering.agree it also shouldn't allow you to escape with an item you found in the level when you used white ward with no item
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Honestly the reason this happens is so survivors can't duplicate items. Like if a killer frankie's you and another survivor takes your item you could share items with other players. If an items is white warded you could make it so no survivors could pick it up and it would disappear on your death but item duplication has to be dealt with in someway.
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Just hide them in a corner and pick them up before escaping to not risk. Or enter a locker when you're about to die. Grabs don't count as hits, so you'll keep your item. . You just need a bit of ingenuity.
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Old game mechanic meets new game mechanic
White Ward protects the item you are holding if you die
If you drop the item on your own in game and die, you won't keep it, you have to be holding it.Franklin's forces the dropping action, even if you wanted to die holding your item, it would actually be impossible since it always forces you to drop your item. Impossible short of this list of things:
Chainsaws, Huntress Hatchet's, Myer's Tombstone (because Mori), getting picked out of a locker or off of a generator, etc...
Literally anything that doesn't have the killer hitting you with M1 before you get killed.It would also be a hard thing for the DEVs to fix even if they wanted to, if not impossible.
That's the risk you take bringing in items, its also the risk the killer takes by basically taking a useless perk (In my own opinion)
If neither side can deal with it then get out.
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@Zarathos said:
Honestly the reason this happens is so survivors can't duplicate items. Like if a killer frankie's you and another survivor takes your item you could share items with other players. If an items is white warded you could make it so no survivors could pick it up and it would disappear on your death but item duplication has to be dealt with in someway.This is honestly the only legitimate reason for WW to not protect from Franklin's. What should happen is that if the item is picked up by another survivor, the WW effect is removed. Just give that player an icon when they walk over the item so they know you have a WW on it, and then they can choose to leave it for you or be a dick and take it anyway.
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thesuicidefox said:
@Zarathos said:
Honestly the reason this happens is so survivors can't duplicate items. Like if a killer frankie's you and another survivor takes your item you could share items with other players. If an items is white warded you could make it so no survivors could pick it up and it would disappear on your death but item duplication has to be dealt with in someway.This is honestly the only legitimate reason for WW to not protect from Franklin's. What should happen is that if the item is picked up by another survivor, the WW effect is removed. Just give that player an icon when they walk over the item so they know you have a WW on it, and then they can choose to leave it for you or be a dick and take it anyway.
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@weirdkid5 said:
It protects whatever is in your hand at the time from death.Not really hard to comprehend.
Broccoli_Jaeger said:White ward is a very rare offering so it shouldn't be wasted by a perk. It would make sense that you lose your item during the trial but get it back when it ends
LOL you mean how extra hook offerings could just be negated by Saboteur in the old days and still can be somewhat?
You mean how Hangman's Trick auto respawns them 10 seconds later. One survivor perk is countered by another killer perk. One is a perk yo cna always bring, another is a a 1 time use and harder to get.
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Get pulled out of a locker or grabbed off of a generator/hook sabotage/chest/totem (or while vaulting) to circumvent Franklin's Demise entirely.
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Working as intended
Not like you don't get plenty of points to replace the item you lost anyway
Moving on......
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@weirdkid5 said:
It protects whatever is in your hand at the time from death.Not really hard to comprehend.
Broccoli_Jaeger said:White ward is a very rare offering so it shouldn't be wasted by a perk. It would make sense that you lose your item during the trial but get it back when it ends
LOL you mean how extra hook offerings could just be negated by Saboteur in the old days and still can be somewhat?
they spawn back w/o any effort quickly...
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No. You dont even need items as survivor anyways.
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That moment when you have over 200 hours in the game and still haven't use any of the wards
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pauloandrade22 said:
No. You dont even need items as survivor anyways.
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Psychic1337 said:I know this post is a little old but I just feel like if you used white ward but you die without a item in your hand then you get white ward back0
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you could abuse that to multiply items.
following scenario:
killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward.0 -
Mister_xD said:
you could abuse that to multiply items.
following scenario:
killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward Scroll up, ive already discussed this.0 -
Mister_xD said:
you could abuse that to multiply items.
following scenario:
killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward.
I think they should make it to where if you die in game with/without the item you brought in-hand you won’t lose it as long as you don’t pick up any other items during the trial. Also make it to where other survivors can’t pick up your item, this way people can’t exploit it and make duplicates.“
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@azazer said:
Star99er, are you aware as a survivor you are capable of putting your item down on command? Do you feel that if you willingly put down a ghost lunchbox, that you should then keep it? Or if you swap it with an item in a chest you should escape with two? No that's ridiculous and would cause people to exploit item duplication and running the in game economy as well as giving survivors more of an edge when it comes to items.Franklin just makes dropping the item involuntary. It's a tough thing to experience but that's what hard counters are about
@Mister_xD said:
you could abuse that to multiply items.
following scenario:
killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward.It would be very easy to prevent it. Whatever item the player burning the WW enters the round with gets an "owned by" tag. Any item with the "owned by" tag cannot be seen or interacted with by any other player other than the owner while it is on the ground. As long as the item still exists (it is not consumed, etc), it is returned to the owner's inventory regardless of if it was in the player's possession on escape or death. If they did pick up a different item during the course of the match, the item they picked up is destroyed and removed from their inventory after the match is completed, replaced with the item that was white warded.
You tell me, how could this be exploited? No possible duplications or bonus items, since no other player can interact with it, and the WW using player can only get the WWed item out from the game.
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Chrona said:
@azazer said:
Star99er, are you aware as a survivor you are capable of putting your item down on command? Do you feel that if you willingly put down a ghost lunchbox, that you should then keep it? Or if you swap it with an item in a chest you should escape with two? No that's ridiculous and would cause people to exploit item duplication and running the in game economy as well as giving survivors more of an edge when it comes to items.Franklin just makes dropping the item involuntary. It's a tough thing to experience but that's what hard counters are about
@Mister_xD said:
you could abuse that to multiply items.
following scenario:
killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward.It would be very easy to prevent it. Whatever item the player burning the WW enters the round with gets an "owned by" tag. Any item with the "owned by" tag cannot be seen or interacted with by any other player other than the owner while it is on the ground. As long as the item still exists (it is not consumed, etc), it is returned to the owner's inventory regardless of if it was in the player's possession on escape or death. If they did pick up a different item during the course of the match, the item they picked up is destroyed and removed from their inventory after the match is completed, replaced with the item that was white warded.
You tell me, how could this be exploited? No possible duplications or bonus items, since no other player can interact with it, and the WW using player can only get the WWed item out from the game.
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