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Reasonable and civil discussion about Freddy and his skill ceiling
WARNING! Long post, TLDR at the end.
Hey everyone,
I'd like to start by telling the amount of experience I have with this game. I have played since April 2018, have over 1.5K hours (I'm PS4 player so it is just an approximated amount), I'm devotion 8 level 80 and have a platinum for this game. I play about 65/35 survivor/killer, play both roles every gaming session and have played all the killers but mostly focus on 9 of them. Even tried to learn nurse three times on console (over 50 matches). I'm red rank on both sides. I have followed the forums for over a year now, reading a lot of threads and upvoting comments i agree on, even if I haven't been very active with commenting myself.
I'm a solo survivor, have been doing fine with all the balance changes and I am overall happy about the direction the game is going. I'm glad the devs started reworking/buffing weaker killers and finally balanced some of the maps. I find the survivor side being easier and killer being more stressful and that's the reason for playing more survivor. Now I don't like being spoonfed in games. I have always liked challenges, that's why I have played all the soulsborne games multiple times and am addicted to roguelikes like The Binding of Isaac. If I'm having difficulties I go to youtube and find a video to learn to get better. I have learned the counters to nurse, to spirit, to new doctor etc.
Now, finally to the topic after this lenghty introduction. Freddy is the only killer I have a problem with playing against. I have tried different playstyles and tactics but nothing seems to work. I'm starting to come into conclusion that Freddy has too much going for him. Most Freddy players I have played against aren't that good, they can't get the first hit while survivor is awake but it does not matter since Freddy can just wait the survivor to fall asleep and spam the snares. Trap the loop, go through the pallet. If Freddy has difficulties, just camp with inbuild counter to borrowed time. If you are doing well, just go dominate even more with good map pressure and pop. Most of the time the Freddy players I have encountered have proxy camped and tunneled and at the end swept the floor clean with NOED if the match reached end game.
Now as I wrote that paragraph I realise it might seem like an unreasonable rant. But no, my intention is not to yell "I LOST, NERF FREDDY!" I have no problem with camping and tunneling because there is time and place for those tactics in some games and most killers don't play like that anyway. I have no problem with NOED. My experience just is that Freddy has all the tools with no downsides and barely skill required. It feels you are doomed no matter what. I bought the Nightmare on Elmstreet chapter after Freddy's rework and got the adept on first try, without sweating like with every other killer adepts. In one of the last streams last year the devs said that Freddy is the most lethal killer, it was around when everyone wanted spirit nerfed. So if the Spirit was overperforming then, my experience is that Freddy is starting to be at the same level. Also as a solo survivor I have no way to tell my teammate who is asleep being chased that what pallets are real if I'm awake or what area I triggered all the snares at if I'm asleep. This is one of those cases that SWF have clear advantage compared to solos.
So I would like to discuss about Freddy. What would be a good solution to rise skill ceiling with Freddy? Should some counterplay mechanism be added? Do you have tips for me and others who struggle against Freddy? Is there a good compromise to be found so that it feels skillbased playing against Freddy without robbing him his power?
My suggestions are:
1. Have the alarm that wakes the survivor up be random or change it to be not the one farthest away and not the closest one but some of those in middle range.
2. When a snare or dream pallet is triggered give a bubble notification to other players same way the doctor's shock gives. That way even solos can work together to counter Freddy's power.
3. Maybe lenghten the time it takes to fall asleep a bit, maybe 15 seconds or something. This would reward Freddy players that can mindgame awake survivors and punish those who just wait survivors to fall asleep.
4. Revert the change that makes the survivors oblivious when asleep. That was unnecessary addition to his already powerful toolkit.
Please keep this discussion civil and I hope that everyone who contributes gives reasoning behind their suggestions/claims.
Even if Freddy will never be changed again I will keep continuing to try getting better at playing against him and not giving up. Thank you for reading.
TLDR: Freddy has a very diverse power that works even when the player playing him is not that good. Could there be a way to rise the skill ceiling when playing Freddy? What would be a reasonable way to add counterplay against him but not nerfing him back to weak level?
Comments
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At least they nerfed the slowdown addons, but forever Freddy is still awful to go against. Every tool Freddy has is just too damn effective. Some other mechanism to get survivors fall asleep would be better than the current one.
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I don't think Freddy should be nerfed, some things about him adjusted maybe but there is no real reason to nerf him overall. Survivor gameplay chase wise can be pretty braindead as well if you play safely and your teammates rush gens so you don't suffer from the wasted pallets. I think having strong killer that you don't have to sweat yourself to death to use his power efficiently enough isn't a bad thing. His preformance is still bound to how many mistakes survivors make. He punishes greed for more loops harder then other killers but that doesn't make his power nerf worthy.
What I wouldn't mind seeing is making his passive sleeping be 50% slower when survivor is moving. So that way if you manage yourself to not fall asleep and Freddy starts to chase you he's forced to hunt you down as powerless M1 killer for a long time to get that first hit. Anything more imao would be overkill.
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I think I've only gone against one Forever Freddy in recent weeks.
Most of the Freddy's I have gone against are Pallet Freddy's and they are still relatively good on their own.
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I think his skill floor is also a problem
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I would be okay with your suggestion. That would require skill and after the first hit you have a good power to use to down the survivor. Kinda like Oni who has to get two hits before having his power. Fortunately they are getting rid of the braindead loops and they require more skill from the survivora also.
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Freddyโs power has too much going for him and too little going against him, to the point where itโs almost impossible to misuse Freddyโs power (fun fact, Freddy is the only Killer in the entire game who doesnโt have a movement speed penalty when using his power). His power has three passive effects with the sleep timer (Oblivious, lullaby instead of TR, and the Dream World vfx making it harder to see), his dream snares are almost impossible to counter because Freddy suffers no punishment for using them and theyโre more spammable than old Feral Frenzy, AND he has a teleport for when he canโt apply pressure properly.
Freddyโs power does everything for him and it is my staunch belief that Freddy is the easiest, most basic Killer in the entire game. The difference between the average Freddy and the best Freddy is smaller than any other Killer. The fact that he can be so powerful for so little effort makes him extremely boring both to play as and against, and I absolutely think he should be nerfedโnot to make him weaker, but to make him skill-based. Because right now, Freddy is anything but skill-based.
Post edited by Demogordon_Ramsay on6 -
Freddy has no skill ceiling. Literally no skill required to play that killer.
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I absolutely agree that the Freddy's skill floor and skill ceiling are too close to each other. Some penalty when spamming snares would be justified. When I think about how much the Clown slows down when using his power compared to Freddy, it just makes me so sad. It's a shame that even bad players can get full benefit out of Freddy's power with minimal effort. Other trap killers have to think ahead when placing traps, Demogorgon has to place portals that survivors can close. He has combined power of many other killers but without any of the penalties.
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Ok I added him to the nerf list but please one at a time
โ NOED
โ Iri hatchet
โ Mori
โ Freddy
โ Camping/slugging/tunnelling
โ Doc
I think I included most of the posts
As for the topic, yes Freddy is easy to play but it doesn't negate the fact that it is just an M1 killer if you are constantly awake. Furthermore if a team of solos is competent enough, let alone SWF, he gets genrused
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The issue with Freddy is that he does not only have TWO special abilities but THREE special abilities - with a second hand objective for survivors that disadvantages them.
remove his teleport and change the alarm locations (or let survivors use any alarm) and he wonโt be as powerful as he is now
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This thread isn't about power, and he's pretty balanced anyways.
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Doc but no Spirit? Is she really that bugged?
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Heโs not balanced at all, he has three abilities.
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Add Spine Chill to the list ๐
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I have yet to see a spirit nerf post
Most killer complaints are about DS, gen speeds/rushing and SWF
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It doesn't matter what the most is, like you, they are just including everything that gets complained about.
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Wasn't directing that statement towards your judgement, it was more meant to be an evaluation of the community.
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I see that you either didn't read the whole post or didn't understand what I meant. I'm not asking nerf, instead I want to start a discussion how Freddy's skill ceiling could be risen so playing him would require skill and not be so braindead. I'm ok with everything in your list and in my opinion they don't need to be nerfed.
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Why should moris stay unnerfed?
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Cypress and ivory moris are okay as they are. I wouldn't mind as killer or as survivor if ebony mori required 4 hooks before you could mori anyone. But if it was nerfed to only work on dead hook it would kill it's purpose.
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The main problem with Freddy's design is how flat his learning curve is.
When you start playing killer in this game, the first thing you (should) learn are the fundamentals. Running tiles, map awareness, knowing when to slug, when to drop chases. You're obviously going to pick up some killer specific skills along the way, but ideally you should be focused on learning fundamentals.
After that, mastering individual killer power comes in. There's the obvious elephant in the room on Nurse. As Nurse, the fundamentals matter less, because you don't have to run tiles. The skills relevant to being a good Nurse are far beyond the ones needed to be a good killer player in general. I think Nurse pushes the needle the other way too much, but she still has the deepest killer specific skillset in the game.
Then enter intermediate killers. I'd say Huntress, Deathslinger, Spirit, Hag, Demo, Oni and Billy fit this category. Even though those killers aren't necessarily hard (I think Spirit is by far the easiest to master out of these, and I'm not a big fan of her design overall) they still offer a healthy balance between fundamentals and killer specific skills. You still need to run tiles properly, but their kit goes deeper than that. This is my favorite kind of design, and Huntress/Oni/Billy/Demo are probably my favorite designs in the game, but I do acknowledge the game needs simpler characters than that too.
So we have the basic killers. The killers that get most of their downs and wins by straight up running loops and M1ing. But even among these killers there are still things to master. Trapper has a high-ish ceiling because trap placements are vitally important to him, and you can get creative with that. Doctor is very simple, but well timed shocks involve skill expression and you can lose a lot of time if you mess up. Stealth killers need to be creative on their approach to be effective. Plague is weirdly inbetween because you still have to hit her projectiles and make decisions regarding fountains, and so on.
The remaining killers are my least favorite designs. You have Legion, a dumpster fire of a killer that probably will never be strong without being unhealthy. Bubba, which was clearly a rushed and uninspired release and serves as a lower barrier of entry, albeit extremely weaker, version of Billy. But by far, in my opinion, the biggest offenders are Clown and Freddy. Their power takes away the skillful aspect of the pvp part of the game, which is mindgaming tiles (the ones that can be mindgamed at least). Clown is what happens when you design a character with a power tailored to make the game less skillful, while still ending up with a very weak character. Freddy is what happens when you make a character like that strong by putting a bunch of base power with little skill involved into his kit. Like, compare his teleport to Demo's. Even this specific part of their powers makes Freddy take way less skill, because his teleport takes you exactly where you need to be, no questions asked, while Demo has to plan ahead.
People can say as much as they want that "their powers are very different", "you can do distinct things with Clown", etc, but they operate in fundamentally the same autopilot way, take way less skill in chases than the other killers and while the difference between an average and a good player with these characters exists, it is way smaller than it should be.
Freddy seems overpowered because anyone can pick him up and perform well with him, as long as the player knows the very basics of the game. But imo he's not even top 5 when considering great killers facing great survivors. I don't think he needs nerfs, I think he needs adjustments to make him less autopilot and more skillful.
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I'm not saying iri hatchet is balanced but I just don't mind it because it's so rare. I have seen one iri hatchet huntress in 3 months. And when I play against iri hatchet the player is usually a green rank killer vs red rank survivors. Those matches shouldn't happen in the first place.
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I play Freddy a noticeable amount, possibly my second most played killer under Legion. I see many peoples issues with Freddy and I can easily tell when i'm being a total pain in the ass to play against, which isn't because of my playstyle (I never use forever Freddy, never tunnel unless needed, never camp unless needed, etc...), but because of the teammates not having long chases.
Freddy thrives off of short chases, it's his make or break whether he's gonna have a 20 second chase, or a 70 second chase and that's what people fail to understand and what people need to play around. He's horrible at switching targets and it's why pop is so god damn good on him.
This causes him to be an absolute stomper against bad to mediocre teams with very little skill required, however, I don't have a problem with that. If the team is playing bad then it shouldn't require much skill to actually beat them. When it comes to actual good teams however you'll notice your decision making as the Freddy player really matters and where the skill cap on him is truly tested. You need to know when to fake tp or actually tp, know when to and where to set snares, your chase game needs to be on point etc. I guarantee most players who say he has no skilful things going for him would be destroyed if they versed a good team.
More importantly he's actually fun asf against a good squad.
Personally I only have one hate against Freddy and that how he gets passive pressure with Forever Freddy, other than that I have no issue going against addon-less Freddy as I know that if I lose it's most likely me and the team playing bad.
As for changes, i really wouldn't do anything to him. If anything id buff his CD on his gen TP to promote a more hit and run playstyle and not a "tunnel someone down" playstyle.
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That's the problem though. He's a pubstomper. Meaning that a mediocre Freddy will almost always beat a mediocre survivor team. A bad Freddy will also almost always destroy a bad survivor team. He's unbalanced at lower brackets because of how simple his kit is.
And while I don't think playing Freddy doesn't involve skill, the skills it does involve are general killer skills, while his kit itself has little to no skill expression when compared to the majority of the killers in the game. Every killer has to be on point in chases. Every killer needs to know how to apply pressure. You can just spam snares with little decision making and consequences, and his teleport takes him where he needs to be with no previous planning or effort. He's an uninspired design, and this becomes very obvious when you compare him to the other killers who got released this year and the last.
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Many of the things you mentioned are true for all killers; when to use your power and being on point with your chase game. Fake TP is unique to Freddy and the more skilled Freddys use that where most of them spam snares without any penalty. Other killers have cooldowns and/or slowdown in their power. Freddy has no downside.
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The only problem with freddy are the dream snares.
Like have you ever heard someone complain about dream pallets? Dream pallets are never used because dream snares are way too good at distrupting loops. And that was in my opinion with the very very safe loops BEFORE last patch great. But now they are gone it is a good idea to nerf the slow down of the dream snares or reduce the amount of dream snares freddy can place.
This way dream pallets might be more attractive for people and not just a fun option.
And having easy to play killers is good for the game. So just because a killer is easy compared to other killers, it doesnt mean they need nerfs.
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Freddy isn't that powerful at all.
- I've personally crossed mapped it to wake up from clock many times and Freddy hardly/never sees me. I've also blew a gen or got a survivor to wake me up. It's not difficult.
- You've already countered his trap because it has gone off and not usable again unless he places one down. I think what you mean here is you want his pallets nerfed because your survivors try to loop Freddy and then get hit on a fake pallet thus no one likes looping him.
- His sleep state stops survivors gen rushing and forces them to do something other than just sit on a gen. Why would he need nerfing so players can spend more time on gen instead of trying to wake up.
- Freddy stealth? No need to do this.
I see a lot of people complain about Freddy but he's not over powered. I've played with him and find him a bit weak. He can put abit of pressure on gens but not an amazing amount.
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Having easy killers gives players false expectations, and makes time investment into the game feel less rewarding. I agree we need some easy killers, but Freddy and Spirit require close to no effort to get close to maximum reward.
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I'd like to see some changes to the snares that make them more like demogorgon portals i.e.
-a survivor triggering them only disables them instead of removing them, they reactivate after some time
- they can be removed permanently by a longer survivor action like a demo portal, which would also give Freddy it back
- Freddy can't place more if all are set
Which I think would involve some more strategy in placing them while keeping them strong. That said the hdevs will be wary of even nerfing him in even a small way, given his history.
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I mean he's got traps, slowdown, better mobility than poor demogorgon that barely has anything else, it's even easier to spot survivors with his anti stealth. He definitely has a bit of an overloaded kit, especially with the zero penalty trap spam. Changes would be pretty well justified, he's just a bunch of killers kits combined into one super killer.
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That sounds interesting. The killer would have to plan ahead and it would remove mindless spamming.
And yeah I understand why the devs are doing their changes little by little nowadays, and if they would change Freddy it would be small tweak at first.
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I'm not saying Freddy is overpowered and needs a nerf. I'm saying that he should require more skill and not have every advantage handed to him for free.
I personally think it is not good thing that a bad player gets boosted to high ranks because of too-easy-to-play killer. This same thing can also be said about some survivors.
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Cause it has a long recharge time and a big notification
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Dont know, dont play demobro, barely play freddy besides endgame builds. But his teleport has a huge notification and if you arent gone by the time that happens then thats your own fault. Maybe its cooldown is oppressive, never feels like it is though. Maybe just my experience with im ๐คทโโ๏ธ
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Freddy's teleport is really good, there's no doubt about it.
Calling it "Mindless" compared to other killers seems silly, though. I don't know what's so big brain about (most) other killer abilities. I feel like I'm doing more thinking with the teleport than with many other killers. Simple mind games like not teleporting at all but tricking survivors into running toward you with it until you've conditioned them to think that all teleports are fake, and then actually teleport when they're committing to a gen.
Does it take as much practice as Nurse blinks? No, of course not. But I find it more engaging than almost every other ability in the game.
If anything, I'd say make his trap spam require a little more commitment. Right now nothing keeps me from just sprinting at max speed and flinging traps everywhere I please without a second thought to the opportunity cost. When I play Hag I want to throw traps everywhere, but I have to balance that with the time spent doing so and such. Granted, Hag's traps can also be more impactful, but it still feels strange to not ever ask, "Should I lay a trap or do something else?" with Freddy.
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Things to note:
- Survivors already get a bubble notification when others step on snares. Pallets, they dont. But considering how situational they are... do they need changes? After all, the whole point is to catch them off guard on what pallets are real and which are not. No SWF will waste breath saying "I dropped that one pallet in between the two hay bales!".
- He doesnt have Undetectable. Survivors get Oblivious. Theres no aura reading immunity anymore.
As for the main topic, whats wrong about having Killers with more accessible powers? Not everyone wants to play all the time a Killer like Huntress/Deathslinger that require aiming, or Plague who relies on the Survivors' decisions, or Nurse who has a(n) (unnecessary) cooldown on top of fatigue, or Legion and their plethora of penalties for using their power. Remember DbD is a game. There has to be options to fit with a player's playstyle and preference on subjective engagement.
About Freddy not having a slowdown, maybe we should see it the other way round. Is the slowdown on certain Killers actually worth it? Clown has a slowdown, and, between other stuff, has been a feature that has been the most requested to be removed. Old Doc had a slowdown while charging his shock, they didnt remove it, but fixed it by giving him more range. Did Legion 2.0 need that decrease in vault and Frenzy speed? There are several cases in the game where a slowdown isnt needed, so "Its there for others, why not for him?" isnt really an argument. Sure, some others are 100% needed, however not all slowdowns do.
As for the Freddy-Demodoggo comparison, why should Freddy need such a massive downgrade? Demodoggo is punished for placing his portals. He doesnt get them back unless Survivors break them. They become useless as the matches progresses. With these two in mind, they are also too easy to seal. This thread is about Freddy, so Ill stop here. However, same logic applies here that I used on my previous paragraph. Instead of asking "Why can Freddy teleport so easily?", maybe we should be asking "Why do other Killers have such a hard time teleporting?" (or Demodoggo, more precisely, because Hag, for example, is fine).
Then welcome to low ranks, buddy, where balance is subjective beyond any kind of comprehension. This is true for ANY Killer (the only exception being Nurse and maybe 110% Killers), because low rank Survivors are so mediocre that Killers dont need a power to kill them. You are saying Freddy should be balanced around low tier players, which is exactly what nobody wants.
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Your comparison makes zero sense. This is NOT true for any killer. Sure, the game is killer sided at lower levels of play, but Freddy takes it to an absurd level. He has a ton of hidden power that you can't see playing as killer but affects survivors directly. His ratio of effort to result is disgusting.
And the rest of your comment also doesn't make sense. No one is asking for all killers to have insanely high entry barriers like Nurse or absurd aiming skills required like Huntress or Deathslinger. However, most other killers in the game have way more depth than Freddy does. Anyone can play 3 Freddy games and "master" him if they know the bare fundamentals of the game. You say simple killers should exist, and I agree. There are plenty of simple killers in the game that have a skill ceiling, unlike Freddy.
Not to mention he's Clown levels of snoozefest to face, except he actually rewards the player for picking a character with zero skill expression or gameplay depth.
Besides, I never even said he had to be nerfed or balanced around lower ranks. All I said is that he's a pubstomp character, and that's not good in any game, and it's most definitely reason for adjustments/power shifts without nerfing the character.
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I play Freddy when I want to turn my brain off and relax.
Then I log off and go to bed immediately after the match because it makes me sleepy.
Devs did a good job lore-wise I guess
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Honest question, how do other killers make you feel, then?
If - for example - using Freddy's teleport mindgames put you to sleep, then how do you play killers that are mostly M1 killers, for example?
Because really, I hear this a lot, but like I said earlier I feel like I do a lot more thinking with Freddy than with most other killers. Barring outliers like Nurse which take a lot of practice.
I'm not saying he's not strong, because he definitely is. But I don't understand the whole "I fall asleep" part when most other killers are just as - or even more - basic in their gameplay and design.
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Big oof. Saying something, then saying you arent saying that, but still saying the same thing. If both sides are bad, the Killer is more likely to win. Low ranks is the exact comparison of that. And, yes, this IS true for any Killer (except Nurse and 110% Killers in certain situations as I said above). All that "hidden power" is on every single other Killer and affects new Survivors as much, if not more than Freddy. See Trapper with checking every entrance, or Wraith fearing that he might be around the corner, or GF with a similar issue like Wraith, or Plague with Survivors that cleanse themselves whenever they get puked on, or Hag crouching for every unhook or running away from the trap anyway.
As for your rest of the comment, first off, if your problem is "playing 3 games as Freddy and have him mastered", then your problem is that you dont enjoy playing him. Because, as Survivor, if a Freddy has counterplay (and he does, but thats not what the thread is about), why should you care how much time the player on the other side invested to figure out their own strategy? Imagine if Myers required less time to get into (which is pretty minimal as well, btw), would you be complaining about how much time he took to learn that "he he M2 goes *Halloween cue*" even if you survived? If you dont like Freddy's "blandness", "simplicity" or "accessibility", then choose any of the other "high skill ceiling" Killers.
Edit: "Besides, I never even said he had to be nerfed or balanced around lower ranks. All I said is that he's a pubstomp character, and that's not good in any game, and it's most definitely reason for adjustments/power shifts without nerfing the character."
Pick one. Because you cant do both. You cant not balance him around low ranks and than expect them to make him easier to face as low ranks. Because, in this case, your beef isnt against the character itself, but the low skilled players, which entails a problem with ranks, which has nothing to do with Freddy. See Doctor. He was a noobstomper, and weak against experienced Survivors. He was reworked; he is still a noobstomper but considerably more powerful against experienced Survivors.
(The rest of the post isnt aimed at you)
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PSA: Skill ceiling != Skill floor.
- Skill ceiling: The max you can do with a character.
- Skill floor: The least you can do with a character to do good.
Just so people dont confuse what the topic is about.
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I actually wrote a pretty big response but quite honestly since you're trying extremely hard to misrepresent what I say I don't think this is worth my time.
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๐
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Oh yeah it was oblivious, not undetectable, my bad. Thanks for correcting.
As for the accessibility, raising Freddy's skill ceiling would not mean his power is not enough effective for mediocre players. But I guess this one comes down to opinion. I think maximum results should require more skill and it doesn't make the killer unplayable. All players have their killer they are most comfortable/gifted with and in those games you don't have to sweat. That's why there is a lot of different killers and playstyles. I just don't think one of 19 should be free win, especially when it boosts you to wrong ranks.
My main problem is not the teleport, it's the snare spamming. Freddy places a snare without slowdown -> try to loop -> get downed. Freddy places a snare without slowdown -> leave the loop -> get downed. You are doomed either way and it's not rewarding gameplay. You asked why slowdowns are in the game? Because it gives a chance to counterplay and mindgames. What's the point if there isn't any? As for the Clown, they could reduce, not remove, his slowdown a bit, but primarily he needs some other buffs/reworking for his lack of map pressure because his chase potential is allright.
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I checked the whole thread and nobody hasn't said Freddy's teleport/teleport faking is mindless. Actually, I have said in this thread that the MORE SKILLED Freddys use teleport faking and others do the mindless SNARE spamming. So I hope this cleared some things for you.
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Most of these can be summed up by survivors just being bad at the game and being overly whiny.
Key word, I said most.
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In my opinion freddy got a pretty low skill floor AND a low skill ceiling. He's easy to learn and master AND strong as hell. Not how a killer should be designed imo.
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Ignoring those who fail to be objective freddy already has a big weakness in that he has no power outside the dream world in chase, plus he has a cd on his gen teleport, waking up can be done in several ways with ease, and he loses his teleport altogether during the EGC..Its this kind of convenient leaving out of factors that nearly brought dbd down in the past..its why freddy ended up how he was for over 2 years..hes honestly very well designed this time around and along with doctor really shows progress in their design choices..not everyone will be happy with it but when you look at the big picture the only issues freddy had were already addressed in patches prior to now
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The point is that I hear a lot of people saying that Freddy is "mindless" overall. So I'm wondering - if he's considered mindless and boring or whatever else - what's the bar for that? It would seem like at least half the cast is even simpler.
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I cannot answer for others, but in my opinion it is good that survivors have to engage in other activities during a match than holding m1. It gives diversity to the gameplay; do I go wake up, do I commit to a gen, do I go trigger snares and reveal my position etc. But when even a less skilled player catches you because of passive ability and then spamming snares leaving you with no possibilities to outplay your opponent, that is not healthy gameplay. And the last paragraph in your first comment implies that you agree with me that the snare placing should require more strategy.
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This discussion is not about Freddy's power level and/or weaknesses. This discussion is about the amount of skill/effort required to get maximum results out of Freddy's power.
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