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"The Nightmare" Freddy Krueger Buff and Add-On Rework Idea

Versalord
Versalord Member Posts: 23
edited November 2023 in Feedback and Suggestions

I have a (I think) Interesting idea for how Freddy, BHVR's biggest Licence Failure, could get Buffed to put him in league with recent Killers such as Chucky. Prepare for a long post:

Name: Freddy Krueger

Killer Title: The Nightmare

Power: Dream Demon

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 intermittently from 16 to 24 meters.

The Nightmare is invisible to Survivors when he is farther than 24 meters away.

Micro-Sleep:

Survivors start the Trial in the Dream World.

For Awake Survivors, The Nightmare's presence in the Trial Grounds induces micro-sleep, passively causing Survivors to fall asleep for over 60 seconds.

Dream World:

Once inside the Dream World, Survivors suffer from the Oblivious

 Status Effect:

  • Survivors only hear The Nightmare's non-directional Lullaby.
  • Survivors can see and be affected by Dream Traps placed by The Nightmare.

Successful Basic Attacks immediately pull Survivors into the Dream World, regardless if the Survivor woke up via an Alarm Clock.

Waking Up:

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

  • 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, but will be placed back in the Dream World by a Successful Basic Attack.


Special Ability: Dream Traps (Dream Snares and Dream Pallets)

The Nightmare starts with 10 Dream Tokens, each can be used to place a Dream Snare or Dream Pallet.

The Nightmare can use certain Add-Ons to increase the amount of Dream Tokens in a match.

If all 10 Tokens are used, the next Dream Trap will remove the earliest placed Dream Trap and place the current Dream Trap at the desired location.

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 a 25% Hindered Status Effect, slowing them for as long as they stand on the Dream Snare or 5 Seconds afterward.


SPECIAL ABILITY: Dream Pallet 


Press and hold the Power button to place a Dream Pallet at an available location.

Dream Pallets can be placed at any location a Pallet would be or is. If the Nightmare places a Dream Pallet where a Real Pallet is already vacating, when an Asleep Survivor goes to drop the Real Pallet, the Dream Pallet will be dropped instead and incapacitate the Survivor for 5 seconds, giving the Nightmare enough time to attack.

If The Nightmare places a Dream Pallet at an empty Pallet Spawn, when an Asleep Survivor goes to Drop the Dream Pallet, The Survivor will not be incapacitated, and will be able to run away.

If The Nightmare places a Dream Pallet at a Broken Pallet Spawn (The Nightmare must break a Real Pallet to create a Broken Pallet Spawn), when an Asleep Survivor goes to drop the Dream Pallet, the Dream Pallet will use the broken scraps to injure the Asleep Survivor, or put the Asleep Survivor into Deep Wound if already injured.

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.


The Nightmare can Dream Project to any Generator, regardless of if Completed, Blocked by The Entity, or unfinished, once the Power Bar is filled.

For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stackable 25%.


Add-On Reworks:


Garden Rake: A small claw rake, a must-have tool for any accomplished gardener.

Switches the type of Dream Traps used in the Trial:

  • Increase Maximum Dream Token by 2 (12 Maximum Dream Tokens)


Kid's Drawing: An unattributed drawing clearly crafted by a young child.

  • Grants 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare or Dream Pallet.
  • Reduces the Movement Speed penalty inflicted by Dream Snares by -15 %.


Sheep Block: A white and blue wooden block depicting two woolly Lambs grazing and the letter "S".

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


Wool Shirt: A small boy's orange and yellow striped shirt. Identified with a sewn name tag to "Jesse".

  • Increases the Penalty for failing Repairing and Healing Skill Checks by -4 %.


Cat Block: A white and purple wooden block depicting a sleeping Cat and the letter "C".

  • Survivors interacting with a Dream Trap suffer from the Haemorrhage Status Effect for 60 seconds.


Green Dress: A little girl's green dress with a silky white ribbon.

Survivors inside the Dream World suffer from the following effects:

  • The Auras of Survivors failing Repairing or Healing Skill Checks are revealed to you for 3 seconds.
  • Increases the Penalty for failing those Skill Checks by -4 %.


Nancy's Sketch: A crude and bold sketch made with Fusain, signed by Nancy H.

  • After projecting to a Generator, Survivors within 10 Meters of said Generator have their Auras revealed for 3 Seconds.


Outdoor Rope: Sturdy outdoor rope, handy to tie up anything.

Survivors inside the Dream World suffer from the following effects:

  • Increases the audible range of their Repair noises by +8 meters.


Prototype Claws: A homemade tool to facilitate bush trimming.

Switches the type of Dream Traps used in the Trial:

  • Replaces Dream Projection with Dream Pull. Activating Dream Pull casts an 8m beam in front of The Nightmare. Any awake Survivor experiencing Micro Sleep is immediately pulled into the Dream World.


Blue Dress: A little girl's pale blue dress with white lace which's front is ruined by large cuts.

Survivors inside the Dream World suffer from the following effects:

  • The Aurass of Survivors failing Repairing or Healing Skill Checkss are revealed to you for 4 seconds. Increases the Penalty for failing those Skill Checks by -4 %.


Jump Rope: A long Double-Dutch jump rope, stained with many years of use.

Grunts of pain and breathing for Survivors experiencing Micro Sleep or in the Dream World are 50% louder.



Nancy's Masterpiece: painting of a Character, made by Nancy Holbrook at Badham and kept as a treasured memory.

  • After Projecting to a Generator, any survivors within 15 Meters of said Generator have their Auras revealed for 5 Seconds.


Paint Thinner: A tin of a highly volatile and inflammable material.

Switches the type of Dream Traps used in the Trial:

  • Increase maximum Dream Tokesn by 6 (16 Total Dream Tokens)


Unicorn Block: A white and red wooden block depicting a prancing Unicorn and the letter "U".

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


"Z" Block: A deeply scratched and burnt wooden block which's only recognisable feature is the letter "Z".

  • Survivors interacting with a Dream Trap suffer from Haemorrhage and Mangled Status Effect for 90 seconds. Causes healthy Survivors to leave Pools of Blood as if they were injured.


Class Photo: A large photograph taken at Badham Preschool showing the cheerful class of '94-95.

When channeling Dream Projection, the following effects apply:

  • All Generators spew blood when The Nightmare is projecting. Survivors within 8m of The Nightmare's Projection suffer with 2% Hindered for 3 seconds. Projection cannot be canceled.

The Nightmare can no longer cancel Dream Projection.


Pill Bottle: An empty pill bottle that once contained a medicine called Zoneral.

  • Survivors now hear the lullaby while they're awake.


Swing Chains: Rusty, but sturdy chains used to securely attach a swing seat.

Footsteps of survivors who are experiencing Micro Sleep or in the Dream World are 50% louder.


Black Box: A black cardboard box filled with photographs.

Survivors inside the Dream World suffer from the following effects:

  • When the Exit Gates are powered, block the exit gate switch for Survivors in the Dream World for 60 seconds. An awake Survivor that falls asleep while an Exit Gate is open blocks the exit for them for 20 seconds.


Red Paint Brush: A large paintbrush, wet with crimson paint.

  • Auras of alarm clocks are hidden from survivors further than 24m.


With all that said,, if this were to be implemented, this would greatly help Freddy get the recognition he deserves.


That's the finale of my Freddy Buff and Add-On Rework Idea, if you have any suggestions, I am all ears.

Edit: Took some Suggestions for Reworking certain Add-Ons

Thanks for reading,

Sincerely,

Versalord

Post edited by Versalord on

Comments

  • _Onyx_
    _Onyx_ Unconfirmed, Member Posts: 348

    I would actually say make Awake Survivors hear the omnidirectional Lullaby and when they're Asleep they hear his 32m terror radius. That would make the incentive to wake up to avoid his snares (and pallets) feel like you're trading one net of safety for a different hazard - do you wake up to avoid his chase power or stay asleep to know if he is coming towards you. (Not too dissimilar from Original Freddy)

    Waking up at an alarm clock should still grant immunity to sleep from a basic attack during the paused timer.

    And I think failing a Healing skill-check should wake up Survivors too. But I agree that missed Repair skill-checks shouldn't wake them up.

    If you're gonna increase Dream Traps amount to 10 then triggered Snares need to disappear immediately afterwards. And 5 seconds of -25% speed is nuts. Forced Hesitation is 20% for 20 seconds and that is a very noticeable speed decrease that always guarantees a hit when its active. Unless it's The Game where almost all pallets are a god pallet lol. So I would say -15% Hindered for 2 seconds.

    When it comes to having access to both Snares and Pallets, I think Pallet Placement should just be a Tap of the Power Button. Snares should be the Press and Hold.

    I like the idea of Projection working for all gens regardless of whether they are completed, entity blocked or incomplete. Visually I would say "Completed and Entity Blocked generators have their auras shown to Freddy in WHITE, incomplete gens have their auras shown as RED."

    But I also think his add-ons could be something so much more interesting and actually strong:

    Red Paint Brush - Auras of alarm clocks are hidden from survivors further than 24m.

    Black Box - When the Exit Gates are powered, block the exit gate switch for Survivors in the Dream World for 60 seconds. An awake Survivor that falls asleep while an Exit Gate is open blocks the exit for them for 20 seconds.

    Swing Chains - Footsteps of survivors that are experiencing Micro Sleep or in the Dream World are 50% louder.

    Pill Bottle - Survivors now hear the lullaby while they're awake.

    Class Photo - All Generators spew blood when The Nightmare is projecting. Survivor's within 8m of The Nightmare's Projection suffer with 2% Hindered for 3 seconds. Projection cannot be cancelled.

    Paint Thinner - When Dream Projection is available, Increases movement speed by 50% for 1.5 seconds after Projecting to a generator. When Dream Pull is available, increases cast range of Pull by 12m.

    Jump Rope - Grunts of pain and breathing for Survivors experiencing Micro Sleep or in the Dream World are 50% louder.

    Prototype Claws - Replaces Dream Projection with Dream Pull. Activating Dream Pull casts an 8m beam infront of The Nightmare. Any awake Survivor experiencing Micro Sleep is immediately pulled into the Dream World.

    Honestly, merging old Freddy and current Freddy into one in a style like this would be him perfected I think. He'd have interactive chases, deceptive but also counterable map presence. And multiple different approaches so it would always feel fresh going against him.

  • Versalord
    Versalord Member Posts: 23

    I implemented some of your ideas into my post!

    Great ideas btw!

  • Archol123
    Archol123 Member Posts: 4,634

    Some of his addons barely changed or are still rather weak, I like the idea of pulling someone into the dream so you can actually interact with them in the sense of using your power on them, but I would prefer it as basekit instead of an addon.

    The 25% slow on dream snares instead of the current 15% is quite massive, you basically gain the difference in movementspeed that clown gets when he uses both bottles. This does not really help in making him more interesting to play as or against.

    The part with the dream pallets is kind of weird because the whole thing just turns into a guessing game for survivors. And that's never good gameplay.

    I would prefer it far more if there was a change to his power that actually allowed for skillfull interaction, because even with your change all he does is put stuff on the floor and make people walk into it... that's just boring gameplay. And there is not really much of a skill cap and stuff to learn about him.