Poor poor Freddy Krueger, my suggested rework for him
I don't think Freddy has been buffed officially in the past year or so in Dead by Daylight and its' quite surprising considering he used to actually be meta. I don't think any Killer in this game should be put on a meta scale to determine if their viable - all the Killers need in my opinion is versatility. If a Killer has a power that's versatile and can be used for multiple purposes, I think you've got a good power at that point. (without fine tuning)
So when I look at Freddy, I get really disappointed. Not because he's 'weak' - moreso that his power is one-sided that allows such boring gameplay loops. It's very similar to Artist in chase, she plops her birds down to counter going x, y, z tile and she pushes the Survivor into the Bird (plus she can snipe Survivors, so she has that going for her). Which... can get boring but Freddy somehow makes that... MUCH more boring which is honestly impressive.
You loop a Survivor, but instead of placing Birds, you place these circular debuffs. So not only is the traps restricted to a placement system but the only thing the Dream Snares actually do are goes as follows: Scream, Hindered (15%) and... that's it. So you got a Killer with a trap-based power... but you place the traps mid-chase instead of pre-arming them. Which is super boring in my opinion. Let me get into the buffs already:
General Buffs:
* The Nightmare's Terror Radius decreased from 32 meters to 20 meters
One of the things I've never understood about The Nightmare specifically is that when Survivors are awake, they nerf the Killer...? What other Killer in the game has a power.... where the Survivors have control whether or not how threatening the Killer is instantly. I've never understood this design philosophy. The Killer should have benefits and not just benefits but massive benefits if they essentially have NO power - Even more-so if the Survivors can strip the Killer. So with this change, Survivors need to be extremely aware of their surroundings as their essentially versing an Onryo/Huntress hybrid. Where the approach is small and The Nightmare from a distance can only be seen from a limited distance. That way, he can actually land his first hit with relative ease, where he puts the Survivor asleep to where he can then... FINALLY use his power.
* The Nightmare's movement speed while arming Dream Snares is increased from 4.0m/s to 4.2m/s
This is just a feels-good change. It's not going to massively change how he plays, but I've always found it odd how he loses distance by using his Power. I agree, he should lose distance, but.... the distance he loses is WAY too restrictive.
Dream Snare Buffs
* Upon the triggering of Dream Snares, the Survivor screams and is Hindered(70%) in place. They have to hold Mouse 1 to escape which takes 1.5 seconds to escape a Dream Snare (Animation is similar to Pinhead break animation from Chains). In the time their hindered in place, the Survivor cannot perform the following: Vault, Repair a generator, Heal, Cleanse a totem or open an Exit Gate. Additionally, after the triggering of a Dream Snare and escaping, it lingers in place for 10 seconds, anybody that steps on it Screams which interrupts all actions for 1 seconds(Like Vaulting, Repairing a generator, Healing, Cleansing a totem or the opening of an Exit Gate) on an interval of 2 seconds.
I'll split these new mechanics into sections so its' much easier to understand what's happening:
1). The first new mechanic is the initial trigger of the Dream Snare. Where the Survivor instantly screams and is Hindered massively. They need to hold Mouse 1 to escape for a total of 1.5 seconds. This is a similar mechanic to Pinhead's chains but is tied to the Snares instead. If the Survivor gets hit while in the Snare but they DON'T break there way through, they will lose all of their speed boost they would have had. Which is quite devastating. The Hindered is tied directly to the break-lose interaction, so the second the 1.5secs is done, the Survivor no longer is Hindered by 70%. As a final note, this massive slowdown is only inflicted to the Survivor that initially triggered the Trap.
2). The second unique effect is that the Snare makes ANY sleeping Survivor after the initial trigger, Scream. They scream for 1 second, on an interval of 2 seconds. But what's unique is that this scream is similar to Doctor's scream where all actions are disallowed. Yes, all actions. because of the fact that the Snare now lasts 10 seconds in lingering. The Scream lasts just 1 second as this effect is way more stronger than it seems on paper. Finally, I DID NOT include interrupting the action of dropping Pallets as that would be way to strong and would kind-of pigeon hole the Snares onto only being placed on top of undropped Pallets.
Tell me your thoughts on these changes! I know Freddy can use ALOT more unique buffs like buffing his Dream World to making it more unique. I'll save that for another time though. :) Thanks for reading!
Comments
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I don't agree with the terror radius reduction to 20 m... 24 or 28 are the minimum... Otherwise with monitor you'll turn him into a stealth killer... And that would be kind of weird...
The 4.0m/s while placing snares does not loose you distance... Survivors also move at 4.0 m/s ... I mean sure you could change it, but it would not effect anything...
70% for 1.5 seconds is way too overtuned dude... This would basically guarantee you a hit at every strong tile if the survivors cannot dodge the snare, and if they can you'll probably get a hit as well just because of the huge way they had to take around it... Also I think when you get hit you automatically loose pinheads chains? Because also in that part this is way too much... The speed boost only lasts for 1.8 seconds... If don't realize it fast enough you'll basically go down instantly...
I mean sure, the general idea seems cool... But the numbers are just way too high...The reason freddy fell from grace is because now his addons are completely useless... There is not a single good addon... His basekit however does not really need much change...
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Yeah it's really his addons tbh he's in desperate need of an addon pass that any other killer
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I rather like the ideas I seen suggested before, cut the dream snares, give him dream pallets as basic ability and give him also a fake generator to trick Survivors with. Would improve the game 3000% imo
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The problem with dream pallets is that the only thing they do is trick the survivor to run to a tile that is actually not safe... But it does not do anything against windows... And everything else is just basic M1 killer gameplay... If we needed to change his basepower I would rather have him pull survivors into the dream and then applying some stuff to it but also make them sleep by hitting them... But not like old fredy with his ridiculous slowdown... More dreamspecific things... Like everything beyond 30 m changes constantly to make the survivor confused about the map... the dream generator is a great idea, I just don't really know what counter measure there could be because if there was none it would be just like old freddy with massive slowdown.. I'd rather have it be like a 20-30 second delay until they realize... His teleport is fine so I would like to keep that... Maybe make him stronger the more people are in a dream? So you gain passive slowdown because they will have to got to the clocks constantly?
- Fake generator power that lasts until 10-15 % are completed and then just dissolves?
- While in the dream beyond a certain range (of maybe 30m) the map constantly changes to confuse survivors
- Survivors can be pulled into the dream or hit to be in it... Pulling them in takes a few seconds
- The more people are asleep the more power freddy has... Not to overpower him but just to make him have a form of passive slowdown... (Maybe the time it takes to succesfully teleport? Or even give him specific powers with 2/3 or more survivors asleep... Also put a cooldown on the clocks so they cannot play to reckless and make the wake up survivor thing only last like 20-30 seconds max so you can only temporarily remove his power but need to go to a clock eventually
- Since I'm not familiar with the character lore wise I don't really know what would be a fitting power... So maybe to make the above mentioned traps more viable they could become some sort of skill shot where you use it similiar to nurses blink or Pinheads Chains but you can move during it, but are slowed down by quite a bit... So just like current traps you move while channeling it but the long you hold it the further it moves, also taking into account looking up or down... And when you actually cast it after a short delay of less than 1 second it activates and when somebody stands inside of it they get slowed quite a lot... I would make it an AOE effect with a radius of maybe 1.5-2m and an activation delay that makes it so you can still run out of it when you are at the edges but will get hit if it is aimed somewhat accurate... Not entirely sure how to balance it exactly... So if you're really precise you can flick it to hit the survivor and as soon as it is casted for the duration of the activation delay the survivor can also see it so they could potentially run out of it if they are at the edges of the effect... Just like Pinhead I would like it to have a rather short cooldown but you're slowed down or at least cannot use your m1 for a few seconds if it didn't land just so you cannot just brainlessly spam it and therefore make the survivor not gain distance and get a hit regardless of you using your power properly...
That's quite a lot I think and might even overbuff him... But I think we could work with that... This also opens up a lot of options to change the addons around.
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