Did they revert the nerf to Franklin's?

Or am I stupid and it just never came out?

20210617_001850.jpg

The nerf was draining the item's durability, right?

Comments

  • I don't think they updated the perk's description, but the changed effect should be live.

  • @Crowman said:

    I don't think they updated the perk's description, but the changed effect should be live.

    That's extremely disappointing to hear.

  • It was a last second change when they realized vaccines are in the game too. Probably forget about changing description yet

  • Losing charges over time could still be considered “consumed by the entity”

    I just want to know the numbers on that charge loss, because it has a decent chance of being better on every item now (except keys). Especially medkits

  • @ShinobuSK said:

    It was a last second change when they realized vaccines are in the game too. Probably forget about changing description yet

    Wouldn't it make more sense to give these items a proper ID? That way Franklin's can't accidentally destroy any vaccines or Leon's flashbang by accident. They have a special frame and code description, so it wouldn't be too hard.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280426#Comment_2280426

    Wouldn't it make more sense to give these items a proper ID? That way Franklin's can't accidentally destroy any vaccines or Leon's flashbang by accident. They have a special frame and code description, so it wouldn't be too hard.

    It would make more sense. But that is not something BHVR is known for.

    This game needs health chapter at least 6 months long to fix the foundation of game code.

    I can't even imagine how spagethi-like code we are talking about if creating new class of items and making Vaccine the only one of these items immune to Franklins is so much harder than just changing the perk for it to work

  • How is it a nerf? The effect is still the same, if an item's charges fully ran out it would be the same as it not being there in the first place (uless they have the perk to get charges back.)

  • @MyNamePete said:

    How is it a nerf? The effect is still the same, if an item's charges fully ran out it would be the same as it not being there in the first place (uless they have the perk to get charges back.)

    Keys can still open the hatch after all its charges are gone. That's what people have taken issue with.

    Otherwise, you're correct.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280468#Comment_2280468

    Keys can still open the hatch after all its charges are gone. That's what people have taken issue with.

    Otherwise, you're correct.

    oh damn, never knew that but yeah i get it now, thanks

  • @GreyBigfoot said:

    Losing charges over time could still be considered “consumed by the entity”

    I just want to know the numbers on that charge loss, because it has a decent chance of being better on every item now (except keys). Especially medkits

    I expect it to drain 100% of the charges over 90 seconds, so items will lose 1.11% of their charges for every second they are on the ground

    Regardless of the numbers, if the timer stays the same (90 seconds) it's a straight up buff (except for keys but I hope they'll fix it so that keys need at least 1 charge to open the hatch)

  • @DwarvenTavern said:

    Or am I stupid and it just never came out?

    https://us.v-cdn.net/6030815/uploads/FVZH6UFHNUCO/20210617-001850.jpg

    The nerf was draining the item's durability, right?

    They haven’t yet updated the perks description because it was an emergency change once it was realised it could make survivors drop vaccines, and destroy them after the elapsed time. They’ll probably update the description in the hotfix.