Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Some change suggestions for Freddy.

I really enjoy new Freddy, he is much more fast pasted and being asleep is more punishing, but keeping Survivors asleep is a more active process.

I am aware that Freddy is still pretty newly changed so Ill keep my feedback to slight changes.

#1: Teleportation. Freddys new teleportation has quite a few big issues. The biggest in my experience is aiming. There are always the 8 generator, sometimes healing Survivors and always 2 exit gates if you use Cass Photo. So (if your using that add on) its not rare to have 11 possible teleport locations. This makes aiming at the right gen quite a bit difficult.

Sure, you could mention houndmasters search mode. But #1 The Exit gates only become targetable once all gens are complete. #2. She isn't slowed while using her power. #3 She can cancel without strong cooldown. #4 She has a custom beacon instead of just auto aiming to the nearest target. #5 If she sends the dog to the wrong target she can usually still use the Slipstream to a degree.

Sure, you could also say "skill issue", and I agree to an extent. If I played him more I would probably stop accidentally charging a teleport to the wrong place. However, teleportation is a fundamental part of his kit. There is a reason Plaid Flannel is common rarity and Trapper has a Trap placement preview. New players shouldn't be punished for trying to use the basic power the game provided to them. So here are my suggestions to change teleportation

So here are my suggestions for Teleport.

  1. Make Class Photo only trigger once the exit gates are activated. Yes, there are situations where you would want to use it before the end game and knowing where the gates are ahead of time is also nice I guess. But overall 2 less locations would make teleporting easier, without destroying my favourite add on of his.
  2. If you cancel the teleport within the first 2 seconds of iniating it, you only suffer from a 50% cooldown penalty, instead of 100%. 2 seconds of faking usually isn't enough and Survivors will notice and not run away. This still punishes you for accidentally aiming at the wrong gen, but it isn't as punishing.

#2: Dream Pallets. Dream Pallets before were weak and inconsistent. Now they are mid, janky and inconsistent. Having to first switch modes, charge up a mode and then release the mode feels weird. The issue is, they couldn't have made it not janky. If you allowed to use Dream Pallets and M1 at the same time, double tapping would be too easy.

So, my suggestion is only to address the inconsistency. Last time I checked some Maps have terrible natural Dream Pallet locations (Locations where you can place Dream Pallets, without having to break a pallet ahead of time). Last time I checked Lery's had 2 natural Dream Pallet locations, and both were in the corners, while Greenvile Square had a whopping 0. In addition tp that, blowing them up has a tell and can easily be dodged most of the time + They can easily be destroyed with no consequences if you aren't right there.

So here are my suggestions:

  1. Overhaul maps to have more Dream Pallet locations. Like Greenvile Square is a relatively new map, so not keepign Freddy in mind for it feel weird, and Lerys is supposed to be Doctors Map, who also uses fake pallets. So please just add some more loops that have 2 possible pallet spawn, but have only 1 spawn every time.
  2. When a Survivor is Dropping a Dream Pallets, their aura is revealed to the killer for 5 seconds. In addition to that, if the Survivor is asleep, they suffer from the Incapacitated status effect for 10 seconds. While not much, this actually means getting rid of Dream Pallets has some consequences and isn't completely free.

#3 Alarm Clocks. In the past staying asleep was more of a passive thing. Oh yeah, you fall asleep from time to time, and then you can go across the map for a 90 second wake up with 30 seconds of immunity, or can fail a skillcheck or meet an awake Survivor for a normal wake up of 60 seconds. Now, Freddy actually can put Survivors to sleep with Dream Snares and Dream Pallets and in exchange Survivors can wake up more easily by being able to use any Alarm Clock.

However, I feel like alarm clocks are too strong. 90 seconds of wake time, with 30 of complete sleep immunity. The only caviat being 45 seconds of off time for that specific clock. Which is only 15 seconds more than complete sleep protection you have. And there is 5 of them. Which means if Survivors are split up, which they usually are, they won't overlap. The complete Sleep Immunity during that time is really annoying and means for that time you are basically just a M1 killer with no power but a mid teleportation ability.

So here are my suggestions for alarm clocks:

Either Increase the time to recharge alarm clocks to 60 seconds. OR make it so that when in the alarm clock woken up state (the one with the yellow clock), you aren't completely immune to sleep effects, but rather any effect that would put you to sleep is only 1/3rd as effective (M1 and Rupture 20 seconds, Snare 10 seconds).