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Freddy having no cooldown between trap placement.

Xfulminex
Xfulminex Member Posts: 28
edited August 2020 in Feedback and Suggestions

I don't know why no one talks about it, but seriously, freddy has some problems with his power. He can place traps without any cooldown between the placements. Compared to the clown, you basically stole his power and implemented it into freddy, making it a stronger version of the clown. Fake pallets are not much of a problem since that if you remember the real pallets you can overcome that, but the traps are seriously something broken. Played both as him and against him and can clearly say he is unfun to both play and play against.

Edit: how i would change his power? Put a slowdown/cooldown between the trap placements. Maybe a 2 seconds slowdown for him when he places a trap or a cooldown of 5 seconds between trap placements.

Comments

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    That's all you'd change? His Snares are boring and unimaginative. He needs a power that actually has a fun interaction between the two roles.

    These should be his changes:

    - Slightly increased recharge rate of Gen Projection.

    - Once Freddy has began charging Gen Projection and it reaches 75% he is locked into commiting to it.

    - Give him his 'beam' back, and make it so survivors tagged by it experience an acceleration in their sleep timer. (Removing the effect of entering Dream World 'falling asleep' when he hits you).

    - Suffers a minor stagger/stutter effect when cancelling Gen Projection or the 'beam'.

    - Dream Pallets are his base power and it now takes 0.75 seconds to place a Dream Pallet with an additional stutter effect after using it.

    - His lullaby is his Terror Radius while awake; asleep is a new unique Terror Radius (also new chase music).

    - New add-ons affect sleep time and skill-check frequency.

    - All Survivors start the match in Dream World as default.

    - Red Paint Brush now "Causes The Nightmare to also appear intermittedly to asleep survivors from 16m to 32m, and is invisible beyond that."

  • Tricks
    Tricks Member Posts: 957

    Freddies snare is a tiny spot on the ground no bigger than a doorway. Clowns snare takes up the entire killer shack and with addons a few feet outside.

    Yeah they're the same lol.

  •  Antares2332
    Antares2332 Member Posts: 1,088

    Freddy is fine. Clown has a lot of Cooldown. For a reason Clown is one of the weakest killers in the game..

  • zoozoom6
    zoozoom6 Member Posts: 825

    it doesnt matter if clowns gas is 2.5 times bigger when freddy has 2.5 time more traps and no reload

  • doitagain_
    doitagain_ Member Posts: 723

    Well don’t forget you need to be in the dream world for the snares to work in the first place..

  • Tricks
    Tricks Member Posts: 957

    Good point. "do clock" - it's the new "do bones". lol

    You cant clock your way out of the clowns gas clowd.

    In fact in order to counter Freddies snares / fake pallets you can:

    • 'do clock'
    • 'do wakeup clap'
    • 'do gen explosion'

    Not Freddies fault if you choose not to counter his ability.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    The dream realm is Freddy’s realm. He can do what he wants there.

  • SquillDBD
    SquillDBD Member Posts: 163

    I don't think the game is in a state where any killer needs a nerf. The devs need to stop nerfing killers and actually think about how they can slow the game down so time is a bit more manageable for killers. Before you say I'm a killer main, I will have you know that I play both sides evenly and started playing the game in July of 2016. I've achieved around 3000 hours and I have a good idea of what needs to be changed. Freddy does not need a nerf PERIOD. The only things regarding killers that need nerfing are add ons such as Spirit movement speed add ons and Iri head. Otherwise, the devs just need to focus on slowing down the game and buffing specific killers such as Clown, Legion, Myers, and Pig. Also, some quality of life buffs to solo queue like an emoticon system would be great.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    He's fine. Sorry that you can't bully him. He even has three ways to wake up, while Clown can always hit you with his slowdown.

    Also, it's HIS world.

  • SaltyNooty
    SaltyNooty Member Posts: 276

    Freddy does need a nerf honestly, the way he can just teleport to generators and spam dream snares is annoying. It's easy to tunnel, camp and down all survivors with out any perks. What makes matters worse is if it has BBQ, then he can just go to the person/people who's hurt/healing or working on generators. His range of that should be nerfed along with how many dream snares he can place.


    Using wake up or do clock virtually doesnt exist if you can tunneled or he puts dream snares around the clock. Wake up's timer doubles every time you use it and doing s generator explosion is absurd considering your attracting him towards you. Your only hope with getting away with that is if that player is downing or chasing someone at the moment.

  • bjorksnas
    bjorksnas Member Posts: 5,604

    His traps just make it easier to catch asleep survivors that loop the same structure or tile, to counter is just run with a plan and move from area to area while trying to reach a pallet near the end of the 20 seconds it take for the killer to catch up most of the time

  • CookieBaws
    CookieBaws Member Posts: 619

    He needs an adjustment treatment anyway, he is got too much on his kit.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    So you like braindead killers that can get easy pressure and easy wins with no real effort required from the player?

    Add-ons are a seperate issue, they shouldn't stack as the first change; where it goes from there is something for a seperste post

  • CookieBaws
    CookieBaws Member Posts: 619

    Snares - No drawbacks

    Pallets - No drawbacks

    Oblivious effect on sleeping from pesky BT and ez tunnel at will.

    Powers - Teleport, with no drawbacks.

    HM......

  • Acromio
    Acromio Member Posts: 1,737
    edited August 2020

    The snares are pathetic, and the pallets are even worse.

    The dream world is as easy to play around as it's always been; if you don't wake up, that's on you.

    The teleport has a ######### 60 seconds cooldown, unless survivors choose to stay asleep and make it shorter.

    If you have problems playing against Freddy, that's completely on you.

  • Toybasher
    Toybasher Member Posts: 922

    Until only recently Clown had a hefty slowdown when throwing a bottle and in a straight line chase it was so bad he practically got no advantage out of it, and that's in a controlled setting where you land your bottles. if you missed the slowdown would literally work against him.


    Freddy already loses bloodlust when placing a snare and I'm not 100% on this, but I think he might lose bloodlust when a survivor walks on a snare already placed earlier in the match.


    Adding a slowdown would make his snares pretty bad. Clown currently doesn't have a slowdown and he can throw bottles ahead of you + they cover a wide area.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    I see it the same way.

    snares - only truely unavoidable in tight places or if you got a pyramid on your head and don't see it. they are stronger than pallets though and a great tool in chase.

    pallets - are extremely map dependent. i play solely pallet freddy, since i don't have the mindset for snares. on maps like Lery's, pallets are useless. there is only 2-3 spots on the whole map where you can place them before you get pallets out of the way. and then there is maps like Blood Lodge or Autoheaven and MacMillan in general where you can almost place all of your pallets before the first chase starts. also require pallets the survivor looping the tile until he/she drops it. much counterplay for this one.

    oblivious+ no bt+ez tunnel - this is the killer's choice. i play fair. i will use it to my advantage, but i will leave the unhooked person on the floor and get the other. it is not my fault if someone thinks it is a good idea to unhook right infront of me. also oblivious makes Object users (common folk on red ranks) pretty much untouchable opponents. they can see you all the time once asleep. no mingames possible. they see what you try to do (i.e. moonwalking) and react.

    powers - 45s default cooldown (if i recall correctly, it isn't in the wiki for some reason). reduced by addons (-2/3%) and sleeping survivors (-15% per survivor). just. wake. up. also you can see if he teleports to you 5s before he does. mindgames are possible. only Class Photo plays with this but forces to commit to your teleport.