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Freddy's Change Proposal

kin
kin Member Posts: 552
edited December 2020 in Feedback and Suggestions


DREAM DEMON

-addon outdoor rope default 

-awake survivors don't see Freddy using his power

-on time the placement of the sleep snape, Freddy's speed is 4.2m / s

ADDONS.

blocks now change the dream world or apply additional debuffs to survivors while they sleep

addon block "z" replaced with "rusty syringe": "the empty rusty syringe from Quentin's home"

replaces the alarm clock with a syringe table

- after using the table with syringes, the survivor screams, his scream will be heard at a distance of 28 meters

the unicorn block slightly reduces the distance at which the survivor can see Freddy

OTHER CHANGES

- after hitting awake survivor Freddy will laugh

sorry for the grammar, it's just that my english is not very good

Post edited by kin on

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,561

    Hmm, I'm not sure about falling asleep in the terror radius, that's the whole reason why Doc was changed.

    How about we make it an active ability, being able to put a survivor to sleep after tagging them with a beam. It'd be even cooler if Freddy would phase in and out of being visible while they were falling asleep, and if they couldn't be hit while awake, just like in the movies. They shouldn't be able to see Freddy at all (or hear his terror radius) when they're awake, that'd make for a surprise when he appears behind you.

    Outdoor Rope slowdown wouldn't be enough with this system though, how about 50% slowdown instead? You know, they'd be really tired, so that'd make repairing things harder.

    Perhaps you'd be able to see asleep survivors outside of your terror radius, for extra tracking.

    It'd also be cool if there was a cool effect when you tagged someone with Sleep, kinda like this:

    It'd be cool if BHVR would make a killer like this, I'm sure this concept has never been tried before, and even if they'd somehow done this with a previous iteration of Freddy, I think they should bring it back.

    Wouldn't that be cool?

    Please? :(

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    I mean, the whole reason Doc was changed was because he was very finicky to play effectively with his mode changing. Outside of static blast he plays pretty much identical, just streamlined.

    Freddy needs changes to be a bit less oppressive, I don't think he should be nerfed into dirt. That would suck.

  • kin
    kin Member Posts: 552

    Thanks for the criticism. What do you think needs to be changed to make this nerf better?

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited December 2020

    I saw a pretty good idea in another thread that basically involved combining OId Freddy with the new. Remove snares (or nerf them so they no longer can be easily spammed mid chase for a free shut down, this promotes boneheaded play), keep the teleport, bring back slowdown in dream but lessen the slowdown from 50% to about 20% or so to encourage actually waking up, but not give Freddy free pressure. Passive sleeping stays as does the teleport speed from sleeping survivors, but allow survivors to wake at any alarm clock for 60 seconds (right now there's no incentive to wake up even with slowdown add ons if the clock is too far away), keep the other methods at 30.

    But don't bring back the old aura reading and also remove the slowdown add ons and don't bring back needing survivors to be asleep to hit them.

    This would make him slightly weaker in a chase if the Freddy hasn't played smart and set up ahead of time and punish bad freddies who just spam snares mid chase for free pallet drops or hits. His map mobility would stay the same but the removal of the constantly used add ons and giving survivors an actual incentive to wake up would reward him less for doing nothing.

  • rafajsp
    rafajsp Member Posts: 475
    edited December 2020

    I don't have him, i don't play him and i hate to go against Freedy but i'm sure he doesn't need a nerf ... just "Pop" need. This perk is 3gen guaranteed and with mobility (Freedy, Billy, Spirit etc is almost impossible to loose).

  • Zaytex
    Zaytex Member Posts: 841

    Take away his snares/pallets. He already has the best mobility in the game, with free pseudo-stealth and gen slow-down with little to no beneficial counter-play.

    Make him weaker at looping.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    You shouldn't nerf one (kind of mediore) perk just because one killer has too much synergy with it.

  • rafajsp
    rafajsp Member Posts: 475
  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    It only excels when survivors go down right by active gens or tap them at a bad time and go down. For pop to be effective survivors have to play poorly.