Full Freddy rework Idea
so Freddy. love him or hate him he is one of the most discussed killer in dbd you can't go a day without seeing someone asking for old Freddy or complaining about Freddy being to strong or boring or now people complaining about his addons being useless.
the thing is; Freddy was not even that good, he was just a solo survivor bully. once you knew that being awake nullified his power and made his teleports cooldown longer he just becomes a m1 killer with a slow teleport and I believe its possible to make Freddy a strong but balanced killer with another rework so I decided to throw my hat into the ring and challenge myself to come up with a new Freddy kit that both fits his identity and pleases both old Freddy kit lovers and new Freddy kit lovers.
Sleep cycles
first we need to address Freddy's main identity; putting survivors to sleep and the sleep cycles. the 60 second timer he got with his original rework was functional but uninspired and I think that there is a better way to implement this passive effect in a more interactive and fun for both sides.
Survivor energy and putting them to sleep
instead of a flat 60 second timer survivors have an energy meter. they will start the trial with 61 energy and as the survivor looses more energy they will go through the stages of sleep, there is 4 stages to it.
- awake
- tired
- micro-sleep
- asleep
survivors cannot see Freddy or any of his powers effects or be hit by Freddy when in the awake or tired state however Freddy can still grab survivors from lockers and generators instantly putting them in the asleep stage.
Freddy is constantly emitting a lullaby radius at 32 meter around him and when a survivor is within range Freddy will begin to constantly drain 1 energy per second so long as they are in the radius's effect.
at 61-60 energy the survivor is in the awake stage all survivors start the trial in this stage and survivors will not lose any energy no matter what they do. survivors will never be able to return to this stage once they leave it. this is purely so survivors wont know its a Freddy right at the start of the game.
at 60-41 energy survivors will be tired any strenuous actions the survivors take will drain 1 energy per second this includes running, repairing, healing, cleansing and sabotaging.
whilst standing idle or hiding in a locker for more than 15 seconds will begin to drain energy at an increasing rate starting at 1 energy per second and doubling every 5 seconds maxing out at 4 energy per second.
at 40-1 energy survivors will enter the micro-sleep state survivors in this state can be hit by Freddy. in this state every 8 seconds survivors will enter the dream world for 5 seconds but when in chase survivors will enter the dream world every 3 seconds for 2 seconds, while in the dream world survivors can see Freddy and hear his terror radius as well as perceive all his powers effects.
at 0 energy the survivor will fall asleep entering the dream world and being at the mercy of all Freddy's powers until they find a way to wake themselves up.
every time a survivor fully falls asleep they will gain a stack of stress each stack causes survivors to lose an additional 0.5 energy when inside Freddy's lullaby radius all stacks are removed when being hooked.
waking up
so with all these changes to falling asleep we need to establish how to wake up and stay awake as long as possible. these are the methods on how to prevent falling asleep
- failing a repair or healing skill check instantly restores 20 energy
- when asleep use the furthest alarm clocks to regain 60 energy and return to the tired stage
- when asleep other survivors in the tired stage can wake you up giving you 40 energy and return you to the micro-sleep stage
- being hooked will instantly restore 60 energy, removing all stress and put you back into the tired stage
Power: Dream demon
the dream snares and pallets are so simple in design and function they leave no room for clever play or strategy and always ends up being the same playstyle every match these effects I have created a new power that will take their places.
Special ability: Nightmare Projection
press and hold the power button to charge up you power. once charged release the button to create a nightmare projection of Freddy sending it forward in the direction he was facing upon hitting an obstacle the projection will stand still for 10 seconds before disappearing.
press the power button again while the nightmare projection exists to swap places with it. the nightmare projection will then begin to walk forward again until it hits an obstacle and disappears.
the nightmare projection emits a 32 meter lullaby radius
the nightmare projection mimics Freddy body language when he uses dream projection
the nightmare projection cannot be seen by survivors outside the dream world
once the nightmare projection disappears the power will go on a 10 second cooldown
the idea of the nightmare projection is to give Freddy the feeling of being everywhere at once whilst giving him a strong ability that allows for a lot of mind games it may sound to strong giving him another teleport but bare in mind that as long as you are not in the micro-sleep or asleep stage he can't hurt you (yet)
Special ability: Dream Projection
Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator in view.
Releasing the button early will cancel the action.
dream projection has a base cooldown of 30 seconds
For each Survivor in the dream World, the cool-down of using Dream Projection is reduced by a stack-able 10%.
a global sound will play when Freddy is channelling his dream projection
survivors in the dream world will see generators emit blood while being teleported to by Freddy.
its basically the same except the base cooldown and percentile reduction is smaller but the survivors goal is to stay awake as much as possible so early in the match the cooldown will be longer but as the match progresses the harder it will become for survivors to stay awake.
Comments
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I love it, is completely perfect, original and cool. Of course like other concepts needs some tweaks but still is definitely better. Why they are so bad making killer powers? How is posible that normal players can do better changes than the developers?
Jajajaja, I dare the devs making this rework real.
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thank you.
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Don't give up. :)
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I really like the concept - but I will stand by my belief that Freddy; being a licensed killer; should really have given that Nightmare on Elm Street 'Dream Demon' feeling. I feel his old power set was the right direction, but it needed adjusting - Survivors absolutely did not want to be asleep. Nowadays, sleep is almost better than being awake - especially with the Dream World's lighting rework.
I like the energy meter - but I think the 61-60 tihng is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains.
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For me personally, I think he needs to take a step backwards and then go from there - merging some aspects of his rework with his old power.
Freddy should retain his Dream Snare ability, with a 5 active limit as it is now, but they should be enhanced to cause a lingering Hindered status and not just a speed reduction that's only useful if he is actively chasing someone. Something like: Stepping in a snare reveals your location to the Nightmare and causes an auditory cue; Survivors stepping in snares are afflicted with Hindered for 5 seconds. Traps that are triggered, disappear and refund themselves to the Killer so he can set them again. This would also help stop Survivors just running through all of the traps constantly, especially if Freddy is actively nearby because of the Hindered effect actually lasting a more effective length.
Awake Survivors:
- Cannot see Freddy and cannot see or trigger his snares; but cannot be harmed by him either. Spine Chill and other perks will not trigger against Freddy.
- May wake up Dreaming Survivors.
- Whenever they would be within Freddy's normal terror radius, they hear his lullaby without any directional cue.
- Freddy's power reverts to his old channel-based ability, which felt more interactive than an automatic timer - but he only needs to actively channel a Survivor for 3 seconds instead of his old 7 seconds to put them into the Dream State. Once they are in Dream State...
Dream State:
- Survivors may be hit by Freddy's M1 attack.
- Do not hear a 'heartbeat' but hear a directional form of his lullaby (he doesn't need a heartbeat. His lullaby is iconic)
- Freddy flickers intermittently like he does for awake Survivors currently. He is a dream demon - he's supposed to be master of the dream world so he should be a total mind screw while you're asleep. Survivors can also see his snares as well as one Alarm Clock chosen at random that they may interact with to awaken.
- Any Dreaming Survivor outside of Freddy's terror radius and not currently in a locker has their aura revealed every 15 seconds, lasting for 2 seconds before fading away. This is a weaker version of his 'constant wall hax' from the old days, but still encourages him to chase and not camp one area.
- May only be woken up by being hooked, by an awake Survivor or an alarm clock; not through skill check failures.
- Survivor Action Speeds are reduced by 15% - this a big one. His old power was a whopping 50% speed reduction; but his new version was gimped because Survivors didn't like being slowed down by his power. I think it needs to be returned, however - because again: the goal is to make the Dream State something Survivors want to actively avoid and snap themselves out of, even if it means cutting into generator repair time.
Some caveats to Freddy's power that I would give is that he:
- Should have to be within X meters of the Survivor to channel the Dream State - meaning he can't effectively use it in chases and needs to channel it when he's gotten close to someone while invisible. I would slow his movement speed to 105% while channeling.
- Should become fully visible to the Survivor as soon as the channeling starts, and immediately trigger his loud lullaby/chase music..
I would remove his teleportation ability, but alternatively in its place and to give him a unique interaction with generators, we'll call Got Your Nose (for flavor):
- Freddy can target a generator as he does now, but cannot use it while moving. This channel would be silent to Survivors instead of having an auditory warning. Once finished, Freddy's claw materializes and swipes on all interactable sides of the generator - Injuring or Downing any Survivors that are immediately (1-2 meters) within range on that side; appearing with a loud 'Boo!' in Freddy's voice.
- A successful injury would cause Freddy to laugh and enter his attack cooldown animation. Missing all swipes would trigger the missed attack animation.
- Not only would this scare the hell out of many players because it has zero warning, but it also allows him to put pressure on generators across the map, without being oppressive like his current teleport can often feel; because he cannot use it mid-chase and doesn't cross the map.
- This power would have a base cooldown of 60 seconds with no reduction based on Survivors Dream State; instead some add-ons could reduce the power's cooldown.
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That is what I would envision from the Nightmare on Elm Street killer and bring him more in line with his lore instead of being so watered down because of Survivors' lack of wanting to interact with him or thinking he was "too annoying to deal with".
He could have an iridescent add-on that gives him the ability to hit survivors without channeling Dream State first; in exchange for becoming visible to awake Survivors at like 16 meters. Or maybe one that cuts channel time down to 1.5 seconds instead of the base 3.
He would no longer need his Jump Rope add-on to affect action speeds; could have add-ons to affect his generator attack cooldown, etc.
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"I like the energy meter - but I think the 61-60 thing is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains."
- survivors only start to lose energy when they enter the tired stage after entering his or his nightmare projection's lullaby radius that way survivors wont know its Freddy right at the beginning of a trial.
you idea for Freddy's power is interesting but there are a few issues that need to be smoothed out
- Freddy having to actively put survivors to sleep with a 3 second channel that slows him down is actually worse that his original power where he just needed to tag a survivor in range and they would automatically fall asleep in 7 seconds allowing him to position himself for the m1
- the only reason Freddy's snares even work as a power is because they can be actively used in a chase also they do give a lingering hindered effect that lasts for 3 seconds instead of 5. in reality he is just a weaker clown but with great map pressure due to his teleport.
- in place of a teleport Freddy gets the ability to get a free injure or down every 60 seconds without any warning or interaction with the killer what so ever would be the most hated thing in dbd history. you see how much survivors hate spirit because of the lack of interaction.
- 15% slow down is too much when you consider survivors would actively DC or suicide on hook when Freddy brought the old swing chain addon which only slowed them down to a max of 12% also 15% only adds 12 seconds on to a gen and without his teleport like you suggested he has no map presence.
- Freddy seeing your aura every 15 seconds when out of his terror radius if it became a problem survivors would just use the new object of obsession and then they get free aura reading on Freddy every 15 seconds and without his teleport he cant do anything about it but walk to them.
- you gave him 3 powers, how would that work on controllers?
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For the energy meter - so they would keep full energy until they actually came near him? Or am I misreading things?
As for the flaws mentioned:
1 - The slowdown part was to compensate the faster time to tag them; if anything, I would love for him to have true invisibility without needing to channel - but that is too powerful by a longshot (free hits with no way to avoid it); so channel with a slowdown puts him simialr to Wraith's uncloaking. I guess he could use a speed boost after putting them into the dream state, like Wraith gets his speed boost for uncloaking to catch back up. Or he could just have no slow down while channeling.
2 - Freddy's snares work well for closing off sections of places from sleeping survivors and closing loop spots for when you're chasing Survivors. The problem is, the Hindered effect (because of Dev personal fear of the status effect) is too situational and barely useful unless he is right up on you.
3 - It is a single generator, chosen at 60 seconds (which is a long time) that cannot be adjusted except for add-ons; unlike the oppressive as hell teleport that currently gets up to 60% cooldown reducation for players being in dream state. If it had an auditory warning, it would be absolutely useless because it only targets the immediate range of the generator. Survivors don't need a warning for every single power effect going on that could harm them - that's in the realm of hand-holding, imo.
You could remove its ability to down Survivors on the generator I suppose to weaken it - maybe increase its cooldown by 10 seconds for every dead Survivor so he can use it less and less as the team dwindles; but I don't see a surprise and sudden attack without warning any different than a stealthed Ghostface attack that came from around a corner without warning against Survivors not using Spine Chill (which is another problem all its own) except for it can score multiple hits if Survivors are ganging up on generators. if 'map coverage and pressure' is his problem, then up his base speed to 115% if it isn't already there, so he can cross the battlefield far faster. Besides with the plethora of Survivor healing and teamwork perks and SWF groups that exist - the injuries won't be 'gamebreaking'.imo.
Spirit, as I have seen, isn't the 'lack of interaction' so much as you literally cannot mindgame her when she's in your face or on your tail. Freddy's power adjustments don't give him that level of untouchability when he's in your face. His generator power is ranged; he can't hit you without the channel - so Survivors would take a ######### themselves jump scare and possibly get injured if he chose their generator, good; there needs to be more 'fear' in this game from killers and less 'warning so you can counter' when you aren't directly engaged with the killer.
4 - The speed slowodwn needs to just be put in and the Survivors told 'shut up' honestly. Jump rope is stupid anyway because it should not be tied to an add-on, but tied to the Dream State as a deterrent to wake yourself up --- instead of this BS "oh I'm asleep, oh well" mentality that plagues Freddy currently because Survivors don't WANT to have to stop doing generators to deal with Dream State awakening.
5 - The controls wouldn't be an issue honestly, if BHVR would upgrade their archaic tech or learn to better implement Unreal's capabilities honestly. I play PS4, so I would do something like -- holding L2 puts him in 'power' mode. R2 would place snare (instant animation trigger like Hag drawing traps, no need to channel) on the ground (since they're not meant for chases anymore) OR it would start channeling dream state if the 'target reticule/centering' was aimed at an awake Survivor and the button held down., R1 would target generator and start channel. .
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