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New Freddy Rework is amazing!

I've played Freddy since his initial rework into his current, trapper playstyle. But turning him into a ranged killer, reworking the pallets to become remotely detonated bombs? I love it! It's so much fun! There's more than enough warning for both the new flying snares and the shaking, exploding pallets, on top of now being able to stun him with dream pallets for more interaction between the players. The team did an amazing job! The teleport being merged in with the swap function works much better than expected! The only issues I've encountered so far are holding the focus button for both abilities often rapidly puts the ability away, and makes me basic attack instead of launching a snare or rupturing a pallet. But I'm sure that will be fixed in live! The addons are really helpful and balanced out real nicely! It's really cool to turn an Iri add-on into a memory from his very first iteration, overall he feels incredibly smooth to play! I really can't wait to play him in live servers!

Comments

  • CaptainNimrod
    CaptainNimrod Member Posts: 3

    I would like Pallet Ruptures to be a bit better, survivors shouldn't be allowed to drop them while they're blowing up as it renders the power almost non-existent

  • PetTheDoggo
    PetTheDoggo Member Posts: 414

    if they make it so survivors cannot drop the pallet during rupture and I can see direction I am going to face after teleport, than I am perfectly happy with the rework.

    I am very worried for healing teleport tho, that might end very bad.

  • CaptainNimrod
    CaptainNimrod Member Posts: 3

    Oh yeah, but I'm more than welcome for it at the moment! There's a ton of ways to get out of the dream world so I don't see it as much of an issue. Most the issues I've seen so far are inconsistencies with Pallets, it's incredibly map-dependent with how many fake pallet locations you have instead of the normal replace a real pallet locations. Plus, the whole point is to be a deception so why can people tell them apart?

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,428
    edited January 9

    I really dont care if they are weak or strong, at least the rework made them interesting to play as/against, which is all I wanted from the rework.

    Before they were boring. They were incredibly weak but their power design was so generic and uninteresting that I absolutely hated going against them. Now they have more going on, interesting plays for both sides to make, and I love that, I think this is a prime example of how BHVR should rework Killers.

  • PetTheDoggo
    PetTheDoggo Member Posts: 414

    why can people tell them apart?

    Probably so he won't be massive soloQ/noob stomper, or not that much… You would have to guess a lot otherwise, which could become annoying quite fast.

    I don't really mind that, because survivors can't tell difference from distance, so they can still run into deadzone, because of them… but rupture needs a buff to make this worth imo.

  • Gandor
    Gandor Member Posts: 4,273

    That would make them loose-loose for survivors.

    I'd rather them being indistinguishable from real pallets once again - that creates skill expression on survivor's side (knowing spawn points, remembering pallet layout when/while awake, giving additional reason to want to be awake).

  • PetTheDoggo
    PetTheDoggo Member Posts: 414

    That would make them loose-loose for survivors.

    It would force survivors to remove them in advance if possible, because they would be actually threatening in chase, right now they are kinda useless. Damage area is still quite small, so you wouldn't be that easy to get hit with it.

    I'd rather them being indistinguishable from real pallets once again

    I personally would find that way more annoying, especially for soloQ. It's not really about skill, if you simply cannot know, what pallets were dropped.