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Falling asleep only while in Freddy's terror radius, not by default.
From my numerous experiences against Freddy due to the game forcing me to play Survivor via dailies and getting matched against a Freddy for 4 consecutive matches in one play session I'd say that the Sleep timer absolutely needs changing.
All survivors are always roughly 60 seconds away from being significantly worse off just because the Killer decided to play a certain Pay to Play killer. I'm fairly certain no other killer can effectively go AFK for a minute at the start of the game and have the survivors be worse off in some way afterwards.
"Just keep everyone awake!" I hear you cry. Well I loathe playing Survivor and when Dailies drop 3 survivor missions on me I feel somewhat forced to queue up Survivor by myself and if I get to a group, where people refuse to wake me up shortly after I wake them up then I'm much worse off at no fault of my own.
If I decide to make the typical "across the map" trip to get to the alarm clock while avoiding the Killer, manage to pick it up and wake up and by the time I quietly get back to an objective of any kind, I might as well start looking for alarm clock spawn locations because if I'm not asleep already, I'm probably going to be in the next 10 seconds even if I didn't even remotely see the killer.
My suggestion to fix this issue would be to remove falling asleep by default and have survivors ONLY fall asleep if they are hit by Freddy or while they are in his Terror Radius. (Taking the typical 60 seconds.) Freddy already has a very strong presence on the map thanks to his gen teleportation ability and it wouldn't be hard to get near survivors who will be worse off if they engage in long chases.
If this were implemented, the Killer's survivor HUD would need to be changed to a binary indicator instead of the timer that is shown now because if it were implemented and not changed, the timer would effectively act as a free Whispers perk.
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I think we should just add Old Freddy back.
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Timer would have to be considerably reduced imo, 60 seconds would be way too long if it doesn't happen naturally.
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I don't know... Maybe by a bit to 45 but no less than 30. A killer with Whispers can just stand with Whispers active and just have a target fall asleep without even knowing who fell asleep or where exactly they are. This shouldn't be an encouraged style of play. You should be going after survivors, getting hits in and such. That's why I suggested 60 because no sane Killer would stand in one area for 60 seconds waiting for a survivor to get some sort of a debuff if they have their friends working hard on generators on the other side of the map.
The main and preferred way of putting survivors to sleep would be landing an attack as it's instant and a predatory style of play, which Freddy should be like. A survivor shouldn't be put to sleep just by being hidden somewhere as the Killer chases another survivor near them for a few seconds. Especially because being asleep is a condition which you can't really deal with unless you get hooked or get put to sleep fully, kinda like Doctor's Madness. Which are both bad situations for you to be in and that's good because you're not supposed to be better off as a survivor when dealing with/removing a Killer's power.
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Maybe instead at the end of the timer a series of difficult skill checks could trigger where you try to keep yourself awake? This would force survivors off of objectives and give them a chance at not falling asleep, but it would buy you less time than an alarm clock
Either way I do think Freddy is a little strong
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New player here, mostly a Freddy main, and I've seen some old videos of Freddy gameplay and I like the method of having to pull a survivor into the dream with you compared to passive map-wide sleeping. Why was he changed exactly?
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I liked old Freddy better too. Even if he is way better now, I had a lot more fun playing him before the rework, he just felt very unique and interesting.
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Critics of old Freddy disliked that he had to wait until a Survivor fell asleep (which could take several seconds after inflicting the sleep onto them) in order to do anything to them. Also, Freddy had zero abilities at all to deal with a Survivor while in a chase.
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Its really great that they are getting comfortable giving killer powers a lot of dimensionality that allows them to be useful in lots of scenarios and change the game a LOT. Ghostface, for example, is probably just the best designed killer full stop because his relatively simple power does so many different things and unlike Myers doesn't punish the entire team for one person doing very poorly avoiding the stalk, but at the same time his stalk is very powerful in a chase. Freddy seems like a similar design where its a lot of minor effects together but they made an oopsie.
Specifically, these kinds of killers should have lots of minor effects in different areas, but Freddie accidentally trippled down on stall: The teleport lets him defend gens super well, waking up is time wasted for safety rather than repair (and may involve you regressing a gen on purpose to do it to avoid the terrible oblivious effect!), and finally he has access to powerful stall addons that make gen repair slower than flippin Pig. Any killer who has more stall potential than Pig has too much stall, and Freddie definitely qualifies.
I think the fix is as simple as removing the stall addons and slightly slowing down the max recovery speed of teleport (so its still faster if people are asleep, but not lighting fast) so that you have a terrible choice against Freddie, rather than having a 'screwed if you do, screwed if you don't' situation: It now becomes viable to CHOOSE to be asleep while trying to slam a gen... but now your in real danger because your oblivious.
Because powers are meant to be an upside. And while really good players could make Freddy work, it is arguable his old power was purely a downside because it purely adds more time to a chase. On top of this, the only good aspect of the power (The detection) was ultimately not fun.
It also helps to remember this was a time when loops were more powerful than they have ever been in DBD. So having a power that not only doesn't help you win chases, but makes you ACTIVELY WORSE at them was a no go.
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People mainly complained about the Dream Transition period, which meant you had to wait 7 seconds before you could hit them (by default). However, you wouldn't be visible for the entire time, so good Freddy players would use this to mindgame the survivor by feeding them fake information when visible and going a different way when invisible.
Freddy had quite a different playstyle to the rest of the other killers, if you tried to play him like any other killer, his disadvantages were very obvious. However, good Freddy players that played to his strengths made him very capable.
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Ah yes, I did notice this style of play in the videos I'd seen. The Freddy player was constantly laughing about how "they have no idea where I am right now" as he's right ontop of them and then eventually slashes them. It definitely sounds way more interesting to play that way.
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