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The Best Possible Freddy Rework Idea

DBDFreddyK
DBDFreddyK Member Posts: 123
edited July 2023 in Feedback and Suggestions

Ok, I am going to give you my idea for a Freddy rework with balance in mind, and based on what can be done in Dead by Daylight. I have seen several people give so many silly ideas for a freddy rework and it just simply will not work if you have Dead by Daylight gameplay balance in mind. I have seen people say to increase his lunge range by 300% which just will not work. Some people think Freddy is fine as is and that is fine. Some say rework Freddy's model but that has nothing to do with gameplay. Some say to remove his movement speed penalty while using snares. Some have said "Make the dreamworld weird and scary. Have shadows jump at survivors, perspective distort, sounds coming from the wrong direction and assault them with fake unsolvable skill checks, before revealing that it was all a bad dream." This would only make him more like the Doctor without improving his gameplay. Some have said "I would simply replace Dream Snares/Pallets with his old Dream Demon power (but keep projection)." No, we do not want the Nightmare to be a Nightmare to play as ever again. Some have mentioned Dream Objects and that concept would be interesting, but I think would be a bit to complicated and would lead to him having way to many abilities. Some say to make it where he can teleport to completed generators but I have something in mind that would make him a bit more strategy based. Some say have a bunch of fake Freddy's running around the map, but I do not see where that helps Freddy in any way at all because you would be able to know the difference between a real Freddy and a fake Freddy instantly. Some say old Freddy was more fun and I say to each their own. Some say he just needs more snares/pallets. So, this is what I would do to Freddy to make him better with Dead by Daylight gameplay in mind and also balance in mind.


DREAM DEMON:

Dream Demon cloaks The Nightmare from awake Survivors, causing them to hear his Terror Radius, but only seeing him fully when he is within 16 meters, and only intermittently from 16 to 32 meters.

The Nightmare is invisible to Survivors when he is farther than 32 meters away.


Glimpses:

Awake Survivors only see glimpses of The Nightmare within a certain range:

Glimpse duration: 2 seconds

Glimpse cool-down: 2 seconds

Glimpse Minimum distance: 16 meters

Glimpse Maximum distance: 32 meters


Micro-Sleep:

Survivors passively fall asleep when playing against The Nightmare:

Micro-Sleep duration: 60 seconds

Micro-Sleep protection: 30 seconds

This refers to how long a Survivor is protected from falling asleep by any means after waking themselves with an Alarm Clock.

Buff Idea: Wake-up action duration: 3/6/9/12/15 seconds.

This refers to how long it takes to interact with an Alarm Clock, as well as how long it takes to wake up another sleeping Survivor. Each successive co-operative Wake-up action on that survivor will double the time taken.


Dream World:

Successful Basic Attacks immediately pull Survivors into the Dream World, unless they recently woke up using an Alarm Clock.

Once inside the Dream World, Survivors suffer from the Oblivious Status Effect:

Survivors only hear The Nightmare's non-directional Lullaby.

Survivors can be affected by Dream Snares placed by The Nightmare.


Waking Up:

Survivors have several ways to wake up and leave the Dream World:

Failing Skill Checks

Have an awake Survivor perform the Wake Up action on them.

Each successive Wake Up action will take twice as long to perform.

Find and use their personal Alarm Clock.

Using the Alarm Clock will give Survivors immunity from micro-sleep for 30 seconds.

This includes being pulled into the Dream World by successful Basic Attacks.

Buff Idea: Each time a Survivor uses an Alarm Clock it will take twice as long to perform. (Caps at 15 seconds)


Waking Skill Checks:

It should be noted that it is the act of failing a Skill Check that wakes a Survivor from the Dream World and not the accompanying explosion and Loud Noise notification that does so.

Failing Skill Checks while using Perks such as Technician or Bite the Bullet, which suppress the explosion and Loud Noise notification, will therefore still wake Survivors up.

Failing a Skill Check while repairing a Generator will also wake up any other asleep Survivors that were repairing it at that moment.

The same is true for asleep Survivors that are being healed by someone who fails a Healing Skill Check.


SPECIAL ABILITY: Dream Snare

Press and hold the Power button to place a Dream Snare on the ground directly in front of The Nightmare.

Survivors that come in contact with a Dream Snare suffer from the Hindered Status Effect, slowing them for as long as they remain within its Area of Effect and for a short duration after leaving it.

Minimum Charge time: 0.75 seconds

This refers to how long a Dream Snare must be charged for, before it can be placed.

Triggered duration: 5 seconds

This refers to how long a Dream Snare remains active after being triggered, before it will dissolve.

Hindered Linger duration: 3 seconds

Hindered strength: -15 %

Aura-Flare-up duration: 5 seconds

This refers to how long the visual indicator of a Survivor triggering a Dream Snare will be visible to The Nightmare for.

Movement Speeds:

Placing Dream Snares: 4.0 m/s


SPECIAL ABILITY: Dream Pallet

A Dream Pallet dropped by a Survivor will be destroyed immediately and not stun The Nightmare.


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.

For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.

Charge duration: 3 seconds

Cool-down duration: 45 seconds

Cancelling Cool-down duration: 10 seconds

Rework Idea: Press and hold the Active Ability button to perform a Dream Projection and teleport to a generator, or a Dream Snare in view.

Tap the Active Ability button to switch from Generators, to Dream Snares.

The Nightmare cannot teleport to Dream Snares that have been triggered.

Canceling a teleport on a Dream Snare will deactivate the Dream Snare.

If a Survivor interacts with a Dream Snare before The Nightmare completes a teleport. The teleport will be cancelled, and it will count as a Survivor interacting with a Dream Snare.


Add-ons:


Kid's Drawing:

Gain an extra 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare.

Reduces the Movement Speed penalty of triggered Dream Snares by -10 %.


Sheep Block:

Survivors interacting with a Dream Snare suffer from the Blindness Status Effect for 60 seconds.


Unicorn Block:

Survivors interacting with a Dream Snare suffer from the Blindness Status Effect for 90 seconds.


Garden Rake:

1 real pallet becomes a Dream Pallet per Survivor asleep.

Waking up reduces Dream Pallets by 1 per Survivor awake.


Prototype Claws:

1 real pallet becomes a Dream Pallet per Survivor asleep.

Survivors who trigger a Dream Pallet have their auras revealed for 4 seconds.

Waking up reduces Dream Pallets by 1 per Survivor awake.


Paint Thinner:

2 real pallets become Dream Pallets per Survivor asleep.

Survivors who trigger a Dream Pallet have their auras revealed for 6 seconds.

Waking up reduces Dream Pallets by 2 per Survivor awake.


Outdoor Rope:

Survivors interacting with a Dream Snare suffer from the Incapacitated Status Effect for 5 seconds.


Jump Rope:

Using Dream Projection on Dream Snares Grants The Nightmare the Undetectable Status Effect for 5 seconds.


Swing Chains:

Survivors interacting with a Dream Snare, grants The Nightmare a 5% Haste for 5 seconds.

Using Dream Projection on Dream Snares Grants The Nightmare a 5% Haste for 5 seconds.


Nancy's Sketch:

Reduces the Cool-down duration of Dream Projection by -2 % for each Survivor inside the Dream World.


Nancy's Masterpiece:

Reduces the Cool-down duration of Dream Projection by -3 % for each Survivor inside the Dream World.


Cat Block

While Survivors are in the Dream World:

Healing Skill Check Zones are reduced by 20%.

Healing Skill Checks move 20% faster.


"Z" Block:

While Survivors are in the Dream World:

Healing Skill Check Zones are reduced by 30%.

Healing Skill Checks move 30% faster.

The Auras of Survivors failing these Skill Checks are revealed for 4 seconds.


Wool Shirt:

While Survivors are in the Dream World:

Increases the Regression penalty of failed Repair Skill Checks by +4 %.


Green Dress:

While Survivors are in the Dream World:

Repairing Skill Check Zones are reduced by 20%.

Increases the Regression penalty of failed Repairing Skill Checks by +4 %.


Blue Dress:

While Survivors are in the Dream World:

Repairing Skill Check Zones are reduced by 30%.

Increases the Regression penalty of failed Repairing Skill Checks by +4 %.

The Auras of Survivors failing these Skill Checks are revealed for 4 seconds.


Pill Bottle:

Reduces the Distance range at which awake Survivors see The Nightmare intermittently to 12 to 24 meters.

The Nightmare is invisible to awake Survivors beyond 24 meters.

The Nightmare is invisible while carrying a Survivor.

Buff Idea: The Nightmare is invisible to hooked Survivors.

Alternate Buff Idea: Survivors interacting with an Alarm Clock suffer from the Exhausted Status Effect for 30 seconds.


Class Photo:

Causes every Generator to spew blood while channelling Dream Projection and suppresses the Husk.

Suppresses the Husk while channelling Dream Projection on Dream Snares.

Buff Idea: Remove the inability to cancel Dream Projection.


Red Paint Brush:

Causes all Survivors to start the Trial inside the Dream World.

Survivors are unable to wake themselves up by failing Skill Checks.


Black Box:

Survivors inside the Dream World suffer from the following effects:

Increases Alarm Clock interactions to 15 seconds At the start of the Trial.

Recently-opened exit gates are blocked for 15 seconds.


This is about as good as it gets for a Freddy rework because lets just face facts we cannot truly put the stuff Freddy did from the movies into Dead by Daylight. We can't have a power changing map tiles, we can't have a power turning survivors into roaches, we can't have a flying Freddy, we can't Freddy manipulating fire, we can't have multiple Freddy's running around the map hitting multiple survivors, we can't have a little Freddy glove running around like Victor lunging at survivors, we can't have Freddy turning entire hallways into blood that hinders you, or holds you in place. This is not Freddy's realm, this is the "Entities Realm" where he is nerfed in some ways and enhanced in others. We don't need a giant Freddy face floating in the sky because it would serve no purpose. From what I see people just want a Nightmare on Elm Street game and this is not that game.

I would love to see some voice lines for Freddy and some chase music, maybe a tome / charms, maybe a cosmetic for once, but other than that this is probably the best take on a Freddy Rework. The Freddy we want would be to powerful for Dead by Daylight, so this is probably as good as it could possibly get considering the direction they seem to be going with all of his buffs / nerfs. If you like what I came up with let me know, and if not please kindly let me know why.

Post edited by Rizzo on

Comments

  • katoptris
    katoptris Member Posts: 3,334

    We ain't getting Freddy's cosmetics due to the license holder.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,965

    I don’t think this really solves his biggest problems.

    Giving the ability to teleport anywhere on the map at anytime with no requirements is a bit much. And more mobility isn’t what he needs. Maybe give him the ability to teleport in end game, but other than that he doesn’t need more.

    This also doesn’t address his biggest issue which is that there is no point to waking up. In fact with these changes it would be better to stay asleep, because I can trigger Snares and cancel his teleport. He needs something that makes you want to wake up.

    Are his Dream Pallets base kit now? I can really tell. I think that would be a decent change.

    For the add ons changes:

    • I don’t agree with real pallets becoming Dream Pallets, that would just cause a bunch of issues such as an awake survivor is looping a pallet, but his teammate falls asleep so it vanishes and so he dies because of RNG.
    • An Undetectable add on is kinda pointless since he already has Oblivious and a Lullaby. This would only affect awake survivors, so more reason to not wake up.
    • Making him invisible to hooked survivors just makes camping stronger, we don’t need that.
    • 5 second Incapacitated when triggering Snares is also no very useful. 5 seconds is nothing and you’re pretty much always going to be triggering Snares when you aren’t in gens, so there’s no point in using it.
    • I like the Z Block and Class Photo changes

    It’s an interesting idea, but I don’t think this is what Freddy really needs or should be.

  • DBDFreddyK
    DBDFreddyK Member Posts: 123

    Dream Pallets only work on survivors who are asleep, so pallets would only be fake to those who are asleep, and the more people awake the less Dream Pallets are on the map. And his Dream Pallets are only able to be used with the Add-ons that allow him to use Dream Pallets. The issue with the current Dream Pallets is no one falls for them unless they are new to the game. If the survivors bring windows of opportunity, they can literally see you placing them through walls and now you will never get use out of them and if they are on coms guess what? Now everyone knows you are using them so enjoy being powerless all game.

    Making him invisible to hooked survivors would prevent a SWF from telling the team where Freddy is going after the survivor is hooked.

    5 seconds of incapacitated would help prevent item usage in chase such a Styptic Agent, and would also help you protect totems if you decided to bring a totem build. Totems take 14 seconds to cleanse. now this would notify the killer and prevent them from working on the totem for 5 seconds making it take 19 seconds in total, giving you time to actually protect your totem. This was meant to be used in combination with Swing Chains. I am sure with a 5% increase to movement speed making movement speed 120% while taking 19 seconds to cleanse the totem would buy you enough time to protect a totem if you needed to. This would force them to use an Alarm Clock to counter the Dream Snare and with my concept in mind, forces them to play into your power.

    You said to give him the ability to teleport at end game and I did that with being able to teleport to Dream Snares, if you use them with a strategy. Simply place one at each exit gate, Adrenaline activates at end game everyone wakes up, no one can take away the exit gate Dream Snares for 60 seconds, you teleport to the exit gate and let the plan unfold.

    You said there is no point in waking up. Well, you could deal with generator skill check zones being reduced by 50% with an 8% regression on top of a regression build, or you could have a 50% reduction to healing skill check zones with skill checks that move faster than normal letting the killer know where you are if you fail one, you can stay asleep and reduce his Dream Projection by 80% allowing Freddy to teleport every 9 seconds, you could stay asleep and don't know which pallets are real or fake, you can trip Dream Snares that slow you down by 15% while speeding Freddy up by 5%, you can stay asleep and never cleans a Hex Totem if the killer brings one. I think those are some very good reasons to wake up depending on the build you bring in combination with the Add-ons.

    You said you could take away my teleport by tripping a snare. Sure, if you wanna move at 85% movement speed while the killer can move at 120% for 5 seconds while it only takes the killer 10 seconds to get his teleport back. Sounds like a bad trade to me.

    Think about this, The survivor is at a god pallet, and you place a Dream Snare through the wall while the survivor is awake. The survivor cannot hear Freddy teleport while they are awake, and they cannot take away his Dream Snare while they are awake, and they cannot see the Dream Snare while they are awake. Combine that thought with my Add-on rework for Class Photo that suppresses the husk while using Dream Projection on a Dream Snare, Now tell me that is not Freddy strait out of the movies. This would actually pair very well with my Undetectable idea.

    Now apply the same concept to an asleep survivor. You can literally use the Dream Snares as teleport locations, or you can use them as mind games in a loop.

    While awake Freddy is as he should be a ghost, the spirit of a dead child killer.

    While asleep he will truly be a Nightmare making the end game harder to achieve, and when you finally get there, its what he wanted all along.

  • DBDFreddyK
    DBDFreddyK Member Posts: 123

    What if I added this to his Dream World?

    For each survivor in the Dream World, The Nightmare gains a stack-able action speed buff by 12.5%

    1 Survivor asleep: 12.5%

    2 Survivors asleep: 25%

    3 Survivors asleep: 37.5%

    4 Survivors asleep: 50%

    I left this idea out of my rework because I thought survivor players would say it is to op.

    I got this idea while thinking of old Freddy's 50% slowdown to gen speeds. Since slowing survivors down was to op, I thought about Freddy getting stronger per survivor in the Dream World.

  • DBDFreddyK
    DBDFreddyK Member Posts: 123

    Ok, since what I suggested is not good enough. What can we really give Freddy from his movies without overpowering him? I own the collection and have watched every movie, wrote everything down he did, and in terms of DBD gameplay this is all I could really come up with and if you reply please don't say "Exposed Status Effect" for falling asleep, or a chest eating someone alive. I have thought about fake totems, but it would not really work when you fully think it out. I have thought about fake generator progress while in the Dream World but that would be figured out in a day and no longer work on anyone. I have considered Dream Tokens in the past where survivors can only wake up a limited number of times, but survivors said the idea was to op which would be accurate to the movie where Freddy said "I had to keep you awake long enough so when you finally slept you would never wake up again." I have tried reverse progress while in the Dream world people complained about that. I think at this point no matter what we try to give Freddy no one will ever be happy with it. It seems like this community has this extreme bias against Freddy and just want him to remain a trash killer, or revert him back to the meme killer he once was but I don't find waiting 7 seconds to become a basic attack killer as very fun to play as or against. Maybe you can come up with some idea because I am running out of ideas, either it is to op or its just simply not good enough.

  • DBDFreddyK
    DBDFreddyK Member Posts: 123

    Here is a list of things that I have tried that the community said was not good enough, or said it was to op.

    1: Dream Totems, I have tried Dream Totems that would allow you to hide Hex Totems and would proc certain perks such as Retribution for a free aura read on survivors for cleansing a Dream Totem.

    2: Dream Generators, I have tried Dream Generators that tricks survivors into seeing a completed generator as a non-progressed generator and allows them to progress the completed generator only to find out that the generator has already been completed.

    3: Fake Generator Progress, I have tried fake progress while in the Dream World that regresses generator progress but shows them progressing the generator on the survivors screen.

    4: Dream Tokens, I have tried Dream Tokens that limits the number of times survivors can wake up.

    5: Oblivious while awake. I have tried giving survivors the Oblivious Status Effect while awake instead of being Oblivious while asleep, and while asleep Freddy has a Terror Radius. This was to separate the Dream World from the real world, allowing him to be more powerful in the Dream World but weaker in the real world.

    6: Wake Up Exhaustion, I have tried giving the survivors a temporary Exhausted Status Effect for waking up to be more immersive, giving them that I just woke up and now I am exhausted because I just woke up from my sleep.

    7: Action Speed Buff per survivor asleep.

    8: A limited number of random real pallets become Dream Pallets in the Dream World per survivor asleep.

    9: Dream Snare teleportation, I have tried allowing Freddy to use his Snares as extra teleport locations so he can use them more strategically instead of just throwing them around the map randomly.

    10: Exit Gate Teleportation.

    I have made 10 reworks for Freddy and every time its either not good enough or it is to good. What does this community want from Freddy other than being some meme based free win slasher? The rework ideas have to fit what they intended Freddy to be and improve on that. The rework ideas have to fit the mechanics of Dead by Daylight gameplay. So what do people truly want? because Freddy was all about Trickery, and environmental manipulation, and bending reality the stronger he got from stealing the souls of his victims and spreading fear. What are we going to do make him another Dredge? and make him spread fear through injuring survivors, and the longer they stay injured it builds a meter that is tier based and makes him stronger over time? Dredge already does stuff like this, So, what can we do? What is good enough to work? Because I am officially out of ideas.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,965

    You’re right, Freddy’s power is very difficult to make lore accurate without it being busted or just impossible to implement.

    And I honestly have no idea how to rework him. He’s in a very awkward position right now where he’s weak, unfun to play, and unfun to play against, while also having the worst add ons in the game AND having the problem of the community being split between which version of his power was better.

    But if we go through what his main issues are:

    • When survivors are awake, Freddy has no power
    • But his power in the Dream World isn’t even good enough to make up for his lack of power against awake survivors
    • He loses an entire part of his kit when the gates are powered (he should just be able to TP to every gen once they are all completed)
    • His add ons are the worst
    • Oblivious kills a lot of perk synergy with him, so he is limited in his perk choices
    • He can’t really control when someone is put to sleep, he has to hit them or wait sixty seconds

    So he needs something to give him pressure in the Dream World.

    So a few ideas could be:

    • The longer a survivor is asleep, the deeper asleep they fall. The deeper they are, the weaker they get. So for instance, everyone 30 seconds or so they fall into a different tier of Deep Sleep. Deep Sleep 1 - Functions as now, Deep Sleep 2 - Survivor is revealed to Freddy, Deep Sleep 3 - Survivor is exposed. Maybe then make it so you don’t fall deeper asleep while in a chase.
    • Give him the ability to freely put people to sleep like he used to have, and then give him a bonus for each survivor asleep, so Freddy can control when people are asleep and doesn’t have to commit to chasing them. You mentioned an Action Speed boost, that’s a good idea. Or maybe increase the Hindered penalty for each sleeping survivor. Or when everyone is asleep Freddy gets a massive boost like aura reading or a speed boost, would be hard to keep everyone asleep and he could be rewarded for that.
    • You could make it so he can jump in and out of the Dream World, so he’s gains different abilities in each world and he’s invisible to survivors in the other world, giving him some stealth and allowing him to decide if he wants to torment those who are awake or those who are asleep. Not sure what the different powers would be though.

    Not saying these ideas are good, but something along these lines that make survivors want to wake up. You’ll probably be able to come up with something better haha.

    And then of course, an add on pass.

  • DBDFreddyK
    DBDFreddyK Member Posts: 123