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The Nightmare Rework Feedback

SHADERS
SHADERS Member Posts: 9

Did some testing, here are my thoughts:


Great job overall, this is a good rework as far as they go, but it has some pretty notable problems:


1. I think the new Dream Snares are really cool, I wish it was a bit more of a skillshot (e.g., less spammy) and the Hindered wasn't as long.


2. In theory, Dream Pallets are cool, but in practice they're almost entirely useless. They're effectively an extreme zoning tool when used in chase (that can be countered via predropping during the detonation delay), or they don't do anything because Survivors can tell which pallet is fake and predrop it ahead of time so future chases don't end up there.


2a. Essentially, to expand, there's no point in using Dream Pallets as traps due to the extremely simple counterplay of just dropping it (and since you can tell whether or not they're real or fake it's zero time investment for Survivors). If I could make any suggestion, it could be: Dream Pallets are only unique while within 10m while Asleep in a Chase. This would mean they're able to be played around when they're at their most dangerous, but also have some utility as a trap ability.


2b. I would also argue that it doesn't make much sense to be able to drop the pallet during the detonation delay, but I have no clue how a change like this would immediately play out. It could be a good change to quickly make to live, then just revert in hotfix #1 a week later if it's too much.


3. Blue Dress makes his entire power obsolete. Why does this addon even exist?


4. I know they said they didn't have control over the chase music situation, but it still really makes it feel like Freddy is missing that classic BHVR touch of love when it comes to large Killer reworks.


5. I think healing if ANY Survivor is asleep while involved in the action is way too strong, but I love the idea. I'd be much more on board if he could teleport when either all Survivors involved in the healing action are asleep, or two Survivors minimum. I do think the manual wake-up teleport action should stay, I think that's an interesting drawback to incentivize alarm clock use.


6. Sleep Immunity seems far too strong because it means your powers do absolutely nothing when you get a hit if a Survivor has Sleep Immunity. I'd love to see this mechanic removed in return for a longer Sleep Timer overall.

Comments

  • TwinsMain2004
    TwinsMain2004 Member Posts: 79
    1. Meh i dont know feels like if he didn't have it he'd be going back down to F tier it's a slower hinder then clown and survivors have an immunity shield to it for the first couple casts
    2. Yes Dream Pallets are indeed useless are worse then verison IMO every outcome with them is the same as if there wasn't a pallet there in the first palce
    3. devs are incredibly bad at the game and dont understand
    4. blame the liscence holders
    5. think he needs it to be any survivor or else it'd be somthing you use almost never
    6. yea far too easy to remove sleep

  • SHADERS
    SHADERS Member Posts: 9
    1. Agree with your take on 1 on some level, it just feels like it's too spammy. It's not like it's unbalanced, it's moreso that it can't really be considered a skillshot. If it launched in this state it'd be fine, especially because as you said Survivors are basically unaffected by it while awake, and totally unaffected by it during Sleep Immunity. I'll concede on this point 100%.
    2. Glad we agree on 2, it's my largest issue with the rework.
    3. I think they just wanted some semblance of the original Snares and the original dynamic of using an Add-On to have a different power. It's just a huge miss this time around.
    4. Obviously, that's more me ranting to rant about it. Nothing against BHVR.
    5. It wouldn't be usable during hook resets but during team resets outside of unhooks it'd be totally usable, if you remove Sleep Immunity like suggested in point #6 it'd be much easier to force Survivors into sleep meaning Survivors still have to have someone awake in order to reset, which is still slowdown, just not as oppressive as it currently is.
    6. Sleep management currently feels like it was balanced for the currently live version of Freddy. This version of Freddy needs some tuning in that category.

    IMO it feels like he excels in some specific things but is totally useless in others, I'd love to see something more concretely rounded out. Appreciate the reply!

  • OrangeBear
    OrangeBear Member Posts: 2,878

    I am very concerned about dream snare i think it makes him a really strong and easy chase killer, like skull merchant was but even better.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 79

    Hey man i know you mean well and stuff

    But it's literally a slower hinder than clown and clowns hinder isn't even that good to begin with

    Clown can potentially make it 19% hinder while also moving like 12% faster and still clown isn't that good of a killer when he's moving 46% faster than the survivor potentially even 51% with rapid

    Also skull merchant was never "good" in chase man at the end of the day she was a m1 killer who relied on you or your team being awful / not knowledgeable

  • OrangeBear
    OrangeBear Member Posts: 2,878

    Okay well i played some clown and i can see what people mean however i do think snares are still a lot easier and spammy. There's no reloading, which makes him pretty relentless. I feel like a cooldown increase at the least is reasonable i'd increase it to 8s.