Destroyed Freddy
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Think for a moment that to put a survivor to sleep you need two traps that are 14 seconds that you lose if you hit them and to get a 12% deceleration you have to lose 21 seconds, then there is the issue of clocks that anyone can use and They give you 30 seconds of immunity and only have a 45 second cooldown to use them again, the pallets are useless because they are easily seen, the projection of dreams towards a survivor has been nerfed because now the awakening interaction takes priority over healing, so you will almost never use this ability and then the false teleport penalizes you a lot, it's not worth using it, who would want to play Freddy having a clown that improves everything?
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I think they played it too safe but I would have to see for myself when I play against him AND as him later today when his update releases.
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OK some counterpoints: -
- The timer counts down on its own, most survivors are not gonna be in a state where they haven't got at least some progress on their timer already.
- You also gain 15s from just teleporting to survivors, which is on a much shorter cooldown, and something you can do a lot. Your "2 hits" to put survivors to sleep is not a reflection of reality for vast majority of encounters.
- M1s still immediately put survivors to sleep, as do Ruptures from Dream Pallets, which are larger and also no longer droppable, so survivors either path poorly likely giving you an M1, or they keep their good pathing and eat the rupture.
- If survivors are running around removing sleep and getting immunity, they are not doing generators.
- If a survivor is injured, chances are they are not asleep. The healing after wake up is not where the power comes in most frequently, it'll be when an asleep person tries to heal a survivor.
- While the teleport to healing survivors is likely to not be done often, it is a passive slowdown which is the entire point. Your macro map control is gonna be more important for Freddy than your micro chase ability.
Freddy was improved in the PTB considerably and has been buffed overall from that PTB. He is in a vastly superior place compared to where he was before.
Your only legitimate nerf from the PTB is that 5s became 7s on his snare cooldown, which given the slow is longer is a fair compensation, and requires more deliberately use of it rather than spam it constantly. This had to change because he could permanently slow a survivor with his add-ons by chaining snares back to back.
There is now ample skill expression in his kit, lots of tools for him to use, and a lot of mechanics survivors have to be wary of. Your argument is going to need significant improvement to tear the rework down and claim Freddy is "Destroyed", when pretty much every facet of Freddy has been significantly improved over his previous iteration.
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Except pallets.
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Now that they can't be dropped while rupturing, what is wrong with them?
They seem a pretty strong zoning tool now to me.
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