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5000 hour Freddy-Main gives his Feedback
Lets start directly:
Dream World:
looks better, the Base-Ability to get Killer Instinct if survivors are healing inside it across the map is a good idea
Dream Pallets:
They are weaker than before. Before, you used the Dream Pallets to fake survivors. Most impact was when survivors thought the pallet in front of them is a Dream Pallet (because they couldnt see the difference), dropped it and when it was a real pallet, they wasted one Resource.
Now, if survivors are able to see the Dream Pallets, they will never throw them just for fun, especially after they realized when you use the new Paint Thinner once. Also, Dream Pallets are ILLUSIONARY Pallets, so letting them stun Freddy like Event-Pallets is really really bad.
The Rupture-Idea is kinda niche, but the Basekit-Radius is far too small to do something. Also, Survivors shouldnt be able to drop them while the Rupture is in process, especially if they see its a Dream Pallet. They need to know that this Rupture might happen.
Solution:
Let the Dream Pallets be like they were before (no visual difference), but keep the Rupture-Ability. Alternative: Keep the visual difference, but increase the Rupture-Area Basekit
In addition:
You can hit survivors with the Rupture on a 1st floor, when the Pallets gets ruptured above them. You cannot hit survivors which are above a ruptured Dream Pallet. Bug or Intended?
Last but not least: Please fix a lot of maps where you cannot put a Dream Pallet onto an empty Pallet-Spawn-Location (RPD is the biggest example here).
Dream Snares:
For me the new Projectile-Snares are WAY MORE INTERESTING than before. I also can understand that they got slightly nerfed to 12% (was 15%) and 4sec (was 5sec), because you can use them to work against Shift+W-Gaming now. I have nothing to complain, they are good as they currently are.
Result: Keep them as they are. They are perfectly fine right now.
Dream Projection:
It feels clunky to wait for 0,5sec before the Teleport starts to channel. Here is an idea: Allow us to cancel the Teleport in the first 0,5seconds (with the Bar getting a Stop-Line like with the BNPs for example). This would be a very good QoL-Change. The faster Channeling is wonderful, it feels much better.
Idea together with "Slugging Freddy" you will read below: Allow us to Fake-Teleport to Generators only (!!!), but lock us in teleports to healing survivors inside the Dream World. You could give Freddy a closer Cooldown to normal teleportation to compensate for this feature.
Why do I ask for Fake-Teleports:
Its the biggest mindgame current Freddy has in the chase. It would be a real shame if you take this part of his chase-action away!
Additionally: Please send the arrows back at the top of the Generator-Lights. Its really irritation that they are as close to the ground as of right now.
Result: Small QoL-Changes, but nothing to complain
Alarm-Clocks:
They need adjustments. Getting 30sec Immunity while the Alarm Clock is only deactivated for 45sec makes it very easy to instantly wake up again after Freddy pulled you back to Dream with 2 Snares after the yellow Immunity is gone. I think the Immunity needs a number-change to make Waking Up a bit harder.
Previously, we had the option to disable Skill-Check-Fails for waking up with the Paint Brush-Addon, current Freddy has - most of the time - awake survivors against him. The percentage of awake vs. sleeping survivors overall is too imbalanced for me.
Solution: Immunity gets reduced to 20 Seconds, the Alarm Clock gets a 60sec Cooldown. Remember: Survivors can still wake up with the Wake-Up-Clap-Clap-Action or by failing SkillChecks or by using another Alarm Clock.
Addons:
GOOD. Freddy has a lot of options now, his best addons are probably Pill Bottle (purple), Jumping Rope (green), Unicorn Block (green) and Prototype Claw (yellow). For Endgame-Builds, Class Photo is a really entertaining option as well.
Z-Block: This addon is his best one. Getting "Wallhacks" in a chase like the Liver of Dracula (was it Dracula) is very strong, especially with Lethal Pursuir. However, I think most addons are not too weak or too strong, but give us different options, which is very very good.
His Red Paint Brush suffers from the extreme amount of Wake-Up-Options you currently gave survivors, so he doesnt need the downside of additional Timer before falling asleep in my opinion. Aurareading like OG-Freddy however together with Pulling Survivors asleep with the Dream Snares is a FINE way to combine parts of OG-Freddy and current Freddy.
Important note:
Black Box cannot work, because in the moment you down a survivor, they automatically wake up and can crawl out while you have the animation after a hit. Survivor need to stay asleep in the dying state when they are inside the Exit Gate (!!!)
Slugging Freddy:
I can see people running slugging-builds on and teleport to people, who are asleep while helping a teammate standing up from the dying state. Your 1st solution of letting people wake up when entering the dying state is good, but I think to prevent this unfun playstyle, you should not allow Freddy to teleport to slugged survivors completely.
Last but not least: Thank you for this rework. I waited since 2022 for it and I have to admit that I was more worried than it needed to be. The way is a interesting one, but my things I showed here are small changes which would help a lot. WIth this, he would, in my opinion, become a decent B-Tier-Killer with variants to play with the new addons.
Comments
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Agreed! Amazing feedback.
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That's really interesting feedback. I agree with the most part but I think that now he has gotten these nice changes, the sleep immunity timer is fine. Then again, I'm not a Freddy main so I don't really so I don't really have the knowledge to know how much of a problem awake survivors are.
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Current: You keep survivors asleep with Paint Brush (no more Skill-Check-Wake-Ups / no more wake-up by failing Overcharge or Oppression for example) mostly.
New: The options to wake up are too exzessive. I hook someone, look at the HUD and no one is asleep. Yellow-Circles are everywhere. Thats not as it should be in my opinion.
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That's a fair point and staying awake will now be the main counter play to him so they should probably tone it down.
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Overall, I think your proposed QoL updates are a good thing.
The icons from the generators and the fake teleports to generators should remain, mind games are a good tool because there is always healthy counter play.
To the other suggestions:
Dream Pallets:
Let the Dream Pallets be like they were before (no visual difference), but keep the Rupture-Ability. Alternative: Keep the visual difference, but increase the Rupture-Area Basekit
I think it just hasn't been tested in detail yet. If you make a pallet rapture, you can certainly activate it outside of the line of sight (like a mind game) without the survivor noticing. That changes a lot. The fact that you can throw them while they explode is also ok, as is the fact that Freddy can be stunned briefly.
There has to be counter play too, it's requires a decent skill level already to actually get the stun exactly right when there's even the option of exploding the pallet. I know you don't like to hear that but if you think about it honestly you will probably agree. No counter play is always bad.
Alarm-Clocks:
Solution: Immunity gets reduced to 20 Seconds, the Alarm Clock gets a 60sec Cooldown. Remember: Survivors can still wake up with the Wake-Up-Clap-Clap-Action or by failing SkillChecks or by using another Alarm Clock.
I think they have to watch this closely. Freddy is really a nightmare now and he is very strong with many tools once you sleep, which is a great thing!
Therefore, careful adjustments must be made here.
In the worst case, it's passive slowdown for Freddy already if they chain use the alarm clocks.What should be adjusted, however, is also a QoL change whereby Freddy sees in the UI or on the chased surv if they still have immunity to falling asleep. He is THE nightmare. This knowledge, which is consistent with his personality and role, also increases his potential in the chase (unnecessary mind games or dream snares during immunity).
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Totally agree to being able to fake/cancel to generators but not anything else.
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Really agree with most of this. I do fear that 30 seconds immunity with a 45 second cooldown on clocks will be too much. 20 seconds immunity and 60 second cooldown on clocks sounds more reasonable. Or leave the cooldown at 45 seconds but decrease the immunity even further, to 10 seconds or so.
And I 100% agree that Freddy should not be able to teleport to slugged survivors, or he'll be obnoxious to go against. And we don't need another killer like that.
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Honestly… very solid arguments throughout.
Personally I like the idea of dream pallets being indistinguishable from regular pallets myself, otherwise, whats the point of it being a dream pallet? Might as well be anything else really.
If it's unclear whether its a dream pallet or not, you can potentially get value on survivors who haven't seen you place that pallet, and even if it's not a fake pallet, you get a mind game where you can charge the snare running to a genuine pallet and the survivor throws the pallet thinking you used rupture… or you can obviously do the reverse, where you point at a pallet with rupture equipped and the survivor runs through thinking you're using a snare, only to get hit by rupture.
The TP mind game I'm less concerned about, kinda indifferent…. though the preventing TP to survivors healing a survivor out of the dying state might be OK… but of course we might have to be wary of clunk regarding the transition from dying to injured, since you can continue healing immediately once that state changes. Given that Freddy gets the 3s killing instinct that would be questionable if you "healed" or not…
That being said… I suppose the KI is focused on the healer, not the slugged survivor… so maybe it's worth actually leaning into it and making it so an asleep survivor doesn't trigger Killer Instinct healing a survivor in the dying state, but there is a new condition where picking up a survivor out of the dying state while asleep always causes killer instinct, even if you frame perfect stop, or use a syringe, or whatever.
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I very much agree about everything Freddy has going from the ptb at the moment, and I hope he gets adjusted from the feedback
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I like a lot of what you said. I agree that Z Block, Jump Rope and Prototype Claws are some of his stronger add ons. I wish that Black Box had a secondary effect of either A: Reduce Sleep Timer by 10 seconds or B: Survivors cannot wake up by failing generator skills checks which would make survivors use Alarm Clocks more which I feel is a good thing versus just waking up with a skill check as it will add some slow down to the game.
Freddy should be able to cancel his teleport like you said but only to generators and not survivors or reset the teleport timer down to 0 or 15 seconds.
Immunity on clocks should be shorter like you said and 20 seconds I feel is more reasonable plus the alarm clock cooldown should be 50 to 60 seconds.
Overall, great feedback from a fellow Nightmare Main.
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