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Freddy nerf suggestion

Zeus
Zeus Member Posts: 2,112

How about instead of nerfing freddy's power, the devs nerf how easy it is for survivors to get into dream world. More often than not I dont feel the pressure of having to put survivors into dream world.

Comments

  • immortalls96
    immortalls96 Member Posts: 4,652

    Your not supposed to..the dream world mechanic only exists to give survivors a choice to take time waking or stay under his power , no killer is nerf worthy in current dbd..not even close

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited October 2020

    increasing the time it takes to passively go into dream world isn't a bad suggestion but it wont do much. best you can get with that is freddy can't use snares right away and dream pallets will be a little less reliable.

  • Zeus
    Zeus Member Posts: 2,112

    I understand what you mean. You compare a killer to another survivor. But I'm comparing a killer to another killer. And compared to other killers, freddy is easier and has less skill cap.

    Not necessarily increasing passive time. It could be anything. Even reworking how the survivors go into dream world just to make the killer work for it.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    I see what you mean but i think there should be a passive way to fall into dream world and no matter what hitting a survivor should make them go into dream world.

    something i just thought of is what if survivors instantly fell asleep when they get within a certain distance of you and making it so survivors dont wake up when getting hooked or picked up. that way you don't fall asleep unless the killer gets near you so freddy doesn't get rewarded for having no interaction with survivors not near him. of course this is something i just thought of off the top of my head.

  • HEX_MalusGrey
    HEX_MalusGrey Member Posts: 231

    Strongly disagree. I see no reason for his power to be nerfed. Also he already got a rework. Why changing dreamworld? It does basically nothing unless you run into snares and those need preperation on the killers side. Also finding survivors who wake you up or wake up by yourself is not complicated.

    Honestly, i never care about beingi nside the dreamworld.

  • KingFrost
    KingFrost Member Posts: 3,014

    Only change to Freddy needs to have BT activate on the person being unhooked being in the killer's terror radius, not the person doing the unhooking.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,801

    You'll have to forgive me butting into the conversation but hi I have an idea and wish to share.

    What if, every time a survivor woke up through the alarm clocks, their passive sleep timer got extended by 10/15 seconds, up to a maximum of, idk, 30, maybe 40 seconds (so 90/100 seconds total), and every time they fail a skillcheck or get someone else to wake them up it increases it by 5 seconds to the same cap. Insentivise people to wake up by rewarding them later on for doing so. Clocks get the extra time because you gotta run across the whole map for it. They still get the 30 second grace period too.

    Personally I feel like this'd make survivors more likely to wake up, subsequently making chases harder since not everyone will be asleep constantly, and having 90/100 seconds total before going to sleep lets you do an entire gen whilst awake, not needing to sacrifice progression (if ruin is up and you go to a clock or if you fail a check) and give the killer info to ensure you're awake for if he comes at you.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    The dream world makes no sense to me. Theres no incentive to wake up by alarm clock ever as its always the farthest one. You'd lose more time then you'd save in literally any situation.

  • Zeus
    Zeus Member Posts: 2,112

    Sounds like a fair improvement to me. Just like someone said earlier, no one cares about getting out of the dream world because you're gonna go right back to it even before the chase starts and the only thing alarm clock does is waste your time.

  • notstarboard
    notstarboard Member Posts: 3,903

    Even if you feel the game balance is tilted towards survivor, I would still argue Freddy could use a nerf. The most efficient way of balancing a game is to nerf top killers, buff weak killers, and then adjust overall game balance based on killer performance. If survivors are OP right now against most killers but Freddy's fine, buffing killer overall would make Freddy OP.

    I personally do feel he needs a nerf. I would remove his slowdown add-ons now that he doesn't need to manually pull people into the dream world. I would also remove the time penalty for survivors repeatedly waking each other up. I think the worry was that you'd just have two people stick together and always wake each other up, but think about it this way - to wake up someone else, iirc that takes four seconds at base for two people. You fall asleep in a minute, so on average you'd have to waste at least 4/30 or 13% of your time just to wake up. If you choose to do the same thing by missing a skill check when two people are on the gen, you lose ~5-6 seconds of co-op gen progress each time (4-4.5 seconds for the regression, and a bit more for not being able repair the gen while it's sparking). If we call it 6 for easy math, that's like 10% of your time. So, even if you kept the base wake up time, you'd still have the choice between the stealthy and time consuming wake up, or the loud, instantaneous, and slightly less net-time-wasting wake up. Seems balanced.

    I would also change up the husk animation on the teleport; as is, he can cancel his teleport when the husk like 90% of the way out of the ground. Once the husk starts spawning I don't think he should be able to cancel his teleport. Last thing I'd do is make Freddy move marginally slower while placing snares.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Survivor Takes less effort than any killer..so thats just a cop out tbh

  • immortalls96
    immortalls96 Member Posts: 4,652

    Your proposing taking everything freddy has..with that attitude I can't really see this conversation going anywhere as its one sided

  • notstarboard
    notstarboard Member Posts: 3,903

    This is not even close to everything Freddy has. He can still teleport to generators, giving him extremely high mobility and making him the most effective user of Thrilling/BBQ and PGTW in the game. He can still fake teleports to scare survivors off of a gen and into an unsafe position as he runs up to a gen. He still has built-in stealth, as he's invisible outside of 32m and only partially visible from 16-32m until you're in the dream world. He has a built-in counter to BT, because survivors that are asleep are oblivious. If he hits someone on the way to the hook, they fall asleep instantly, and BT is disabled. Survivors hardly bother waking each other up manually now, and eliminating the time increase each time they do would not even be a consequential nerf. Would you rather survivors split up and rush gens or clump up on gens and constantly stop to wake each other up? I'd take the latter. No other killer in the game has passive slowdown add-ons. I see no reason why the statistically deadliest killer in the game (as of late 2019, anyway) needs this benefit.

    Making Freddy move a bit slower while placing snares seems fair too, but I would be fine with reducing the slowdown, reducing the number of snares that can be active at once, or some other nerf to them. Right now, Freddy's snares offer significant slowdown without requiring him to slow down to place them. This basically turns him into Clown at loops. Trouble is, that's Clown's only power, and he still needs to reload it after using it four times! Meanwhile, Freddy can just keep spamming snares with no penalty as much as he wants. Even with the bottles being his only power, Clown is still supposed to be strong enough in the chase because of his ability to shut down loops that that is meant to generate all of his pressure. He has no mobility, no stealth, no built-in BT counter, no slowdown add-ons, no ability to fake his power to scare survivors off gens, etc. Is he one of the weakest killers in the game? Yes. But is he unusably bad? No, far from it. I regularly 4k as Clown. The main downside to Freddy's snares compared to the Clown's bottles are that they don't work while survivors are awake, but it is so hard to wake up against him that his snares are basically always in play. Of course their AOE is also much smaller, but that's not relevant when placing them in loops because of how much distance a survivor would have to give up to dodge the snare.

  • carnage4u
    carnage4u Member Posts: 338

    No reason to nerf freddy. I assume some SWF group actually lost a player 1 in 10 games, and it was to freddy, so now the game needs to be nerfed so they can go back to winning 10 out of 10 games.

  • Zeus
    Zeus Member Posts: 2,112

    If the game is strictly balanced around SWF, then no one will play survivor. Not even the SWF group.