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Freddy Balance, Fun, and counterplay suggestions

There's a decent amount of complaints about Freddy/ The Nightmare (mainly hitboxes, but other things too). Beyond hitboxes, I've gathered that players dislike how slow Freddy games are. this is due to his addons that can slow gen speed, his large amount of map pressure, and the synergy between his Power and multiple high tier perks.

While I agree with Freddy being reworked from his original form, I think he still needs some tweaking to make him more fun to play against, and have some counter play to his teleport (much like hags, or Demogorgon).

Pop Goes the Weasel is basically run by every high rank Freddy player due to its high synergy with Freddy's teleport ability. When you look at the teleport it doesn't make much sense that there's no counter to it or something the killer has to do to "earn" it besides wait for the bar to fill up. The hag has to pre place traps, so does Demogorgon with his portals, yet Freddy doesn't.

I propose that Freddy starts with 4 or more "Gen Traps" which he has to place on gens to be able to teleport to them. This would require beginning game set up and make the end game much more tense because all gens could be better controlled. When he teleports to the Gen the Trap would remain on the gen (like demo's portals remain). When the gen is completed, the trap is removed, as Freddy already can't teleport to completed gens. If he has placed all his "Gen Traps" it would turn to the recycle feature that the hag uses with her traps.

Next I would make the "Gen Traps" removable by survivors for a time penalty. (same as demo's portals pretty much). This would be the counter play to Freddy's teleport and adds tension to survivor gameplay where they needs to decide if breaking the trap is worth doing the gen over.

This part im 50/50 on and would like feedback with. I would remove the Gen repair slowdown addons for Freddy. He's the only killer that has these and they only reinforce the M1 simulator for survivors. I would leave the purple addon (Swing Chains) with gen repair slowdown, only if the Gen has a "Gen Trap" on it. The yellow and Green ones would be changed, maybe something to increase the remove trap timer, or add more traps, make traps non removable. Any ideas appreciated.

Lastly as a QOL change i would change the Borrowed Time affect on Freddy. currently BT does not take affect on a survivor if Freddy is camping. He can hit the saving survivor, put them to sleep, they save with no BT activating, they are slugged, Freddy can tunnel and slug the unhooked guy too. I would make the Dream State count as a Terror Radius similar to how Huntresses humming activates BT. Or make BT activate from the hooked survivors perspective, in this case, if the devs made another world transitioning killer, the problem would already be solved. Doing this would make the tunnel / slugging a less viable strategy and would put it on par with every other killer, and would give survivors a fighting chance, making the game more enjoyable and balanced.

lemme know what you think/ any suggestions or balance i might have missed in my thought process.

Comments

  • Starr43
    Starr43 Member Posts: 873

    Probably an unpopular opinion but I miss pulling people into the dream world with original Freddy.. dream world wall hacks and invisibility were broken regardless of how weak he was but I legitimately found him more fun than current.