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Freddy rework (choy)

tony42545
tony42545 Member Posts: 90
edited November 10 in General Discussions

So choy said that there hasn't been any good community concepts for Freddy and after he started talking about a few concepts I completely understand where he's coming from. Like the gen illusions that make you repair fake gens is so dumb. When playing Freddy it should feel like a game that's rigged in your favor and that's what I'm going for as a design.

The power itself:

Freddy has two main abilities and two passive abilities. His first main ability is called dream seek it's an information ability that also works for traversal. His second ability is called deep sleep which is a chase ability that helps him secure the kill. Dream Walker is a passive ability that helps Freddy with searching the map for survivors. His other passive ability is dream illusions which trick both awake and sleeping survivors due to some entity magic.

-sleep mechanic: awake survivors can't see Freddy and can't be harmed by Freddy but can still hear a lullaby within 16m. Can awake by using alarm clocks or by being hooked. Sleeping survivors hear his terror radius which is 32m and can be hurt like usual. Alarm clocks take 2 seconds to use and can be seen anywhere on the map and any of them can be used (unless an add-on says otherwise) but have a 30 seconds cooldown after being used.

-dream seek let's Freddy see asleep survivors auras who are outside his terror radius for longer than 5 seconds while also granting him the ability to teleport near them which makes them hindered until he fully teleports. (Think like pin head chains making you very slow but you can still move a bit until Freddy is fully able to move)

-deep sleep is a attack that Freddy charges that can make the survivor fall asleep unless they are already asleep which in this case will apply a tier of deep sleep to a max of 4 the first tier makes the survivor experience the hindered penalty by 5% for two seconds and have a 15% penalty on action speeds such as gens, totems, healing, and exit gates. The second tier makes Freddy undetectable for just that survivor. The third makes the survivor have a reduced vision range (like dredge nightfall) and the final tier makes survivors permanently hindered by 10% and unable to see alarm clock auras. Being hit by Freddy reduces the tier by one and waking up will remove all deep sleep effects. Each stack of deep sleep increases the time to wake by 2 seconds. Takes 2 seconds for Freddy to use and has a 5 second cooldown has a range of 16m (works like old Freddy sleep mechanic but must lock on which takes 2 seconds like singularity bipods) casting deep sleep slows Freddy by 10% while charging.

-dream Walker makes Freddy move 5% faster for each awake survivor but is disabled when within 32m of an asleep survivor. When exiting a range of a sleeping survivor slowly regain the speed boost over the next 2 seconds.

-dream illusions activates when the first pallet is broken after which every 30 seconds there is a 25% chance that a dream pallet will spawn which doesn't stink Freddy. Survivors that are asleep interacting with this pallet will give on stack of deep sleep. Awake survivors interacting will make them sleep however when awake survivors are close to a dream pallet they will see that it looks slightly transparent and cloudy sleeping survivors are them as regular pallets.

-freddy moves at 115% and has a normal terror radius of 32m.