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Freddy nerf when?

GoshJosh
GoshJosh Member Posts: 4,992
edited October 2020 in Feedback and Suggestions

Most of us miss old Freddy, for balance and fun and unique gameplay purposes. Name any other killer with anywhere near this number of powers in one kit/add-ons:

  1. Teleporting to any incomplete gen, being able to fake the power for only a small cost of it
  2. Traps that cannot be avoided by crouching over them, disarming, etc., and immediately trigger if standing upon them while falling asleep; as well as no casting penalty/cooldown
  3. A power that passively works against survivors, along with actively applying it with a successful attack
  4. Constant oblivious status affect on survivors, except for the few minutes they're able to be awake during the match (negating the ability to safe hook rescue with Borrowed Time)
  5. Fake pallets that penalize the survivor for removing them, except for the common variant (aura revealed; any other killer with add-ons that reveal auras are rare or higher quality as well, whereas Freddy has an uncommon variant)
  6. Permanent slowdown add-ons of relatively low rarity (compare to Hillbilly's old slowdown add-ons/Huntress's Begrimed Head)

Here are some proposed fixes for each point:

  1. Force Freddy to commit to teleporting to gens, not attach it to a very rare add-on
  2. Allow survivors to avoid puddles by crouch walking over them, and not trigger by simply falling asleep passively; and, slow Freddy down while casting puddles
  3. Remove the passive falling asleep, and allow survivors to go to more than one alarm clock on the map to wake up
  4. Remove Oblivious from Freddy's basekit, or fix Borrowed Time to trigger based on a killer's proximity to the hook
  5. Don't let fake pallet tokens regenerate if the fake pallet is dropped by a survivor, or remove the aura reading affect from the add-ons
  6. Increase the rarity of the slowdown add-ons
Post edited by Gay Myers (Luzi) on
«13

Comments

  • Tactless_Ninja
    Tactless_Ninja Member Posts: 1,791
    edited September 2020

    Micro sleep is the real offender. Even if you do everything to keep yourself awake, it always oppressively puts you right back after a minute.

    I used a clock to wake myself. Whoop de ######### doo. Already asleep again.

    Fake pallets are practically a free hit.

    And he has stretchy arms. Lunges just seem to go outside his hitbox. Never seen a hit that looked like it physically connected even playing as him.

    Feels like Limbo from Warframe. Has loads of problems and people only like them because they make everything easy.

  • Zaitsev
    Zaitsev Member Posts: 1,285

    Thats not how the alarm clocks work. You can wake up at any of them, but only the farthest one is highlighted.

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    Then people with knowledge from either earlier in the game or just knowing the spawns in general could just go right for the closest one.

  • Kingpaulmathers
    Kingpaulmathers Member Posts: 82
    edited September 2020

    I was a killer main like 4 months ago, but when I realised how easy survivors have it in this game a became a survivor main, as playing killers is stressful. I have been playing more killer games since undying came out, but nowhere near as much as I used too. So yeah I'm not a killer main. I've had loads of terrible games against Freddy and some decent ones, but I don't spit my dummy out and start screaming nerf, just move onto the next game. And plus it all comes down to how good someone is using Freddy.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    Freddy is a pretty weak killer tbh. You can still loop and counter his snares, and his teleport isn't a big deal. However, remove the passive fallong asleep, he should have his old animation back where he had to make them sleep himself.

  • bgbomb
    bgbomb Member Posts: 434

    when he strong enough

  • BaldursGate2
    BaldursGate2 Member Posts: 994

    Because survivors aka swf are overpowered and not just the infamous 1%. It scratches the amount of potatoes in your team from the list.

  • Bullettimegod
    Bullettimegod Member Posts: 994

    About the bt. I disagree. Bt is abused enough. Sorry it is. If im chasing a survivor and he just unhooks infront of me. Its bs. With freddy, its basically "well you ######### up now. Gg dummy"


    We shouldnt reward that type of gameplay. And freddy punishes it hard.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,353
    edited September 2020

    The thing is, this would require Freddy to land a hit to actually have a Power. So in a chase, you would not get to use his Snares or Dream Pallets, until you land a hit. This can be compared to Oni, but Oni basically only struggles for the first time he gets his power, with Freddy it would be all the time.

    Also, his Slowdown Add-Ons (as much as I dont like them) would have no real effect, because people on Gens would stay awake via clocks, which means until they get hit, there is no impact of the Add-Ons at all.

    I would prefer if they go over his power, mainly the Snares.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    And when the killer is simply camping/the hooked survivor is not being hookbombed? BT has one function, and it shouldn't be denied its only use if it's going to take up a perk slot.

  • ElementDoom
    ElementDoom Member Posts: 166

    The old dream world mechanics were so unique. I wish they had tried buffing him at least once before tossing everything good about his design in the garbage.

  • Bullettimegod
    Bullettimegod Member Posts: 994

    You mean like some killer perks, who just take up a space?


    Besides that have you tried...idk. doing gens and leaving? Camping is a part of the game. Just as perks can cancel out other perks and perks can cancel out killer powers. Why cant the opposite be true? Why cant a killer power cancel out a perk? Because its inconvenient? Or just because it makes it harder to play against?

  • SquirrelKnight
    SquirrelKnight Member Posts: 951

    Statistics for "lethality" include suicides on hook and dc and I hate to be a jerk about it but most games now have at least 1 dc and/or suicide. Which drops kill rates around 20%. Its a huge problem for gauging how powerful killers are but its why some of the nerfs are so prevalent.

    Think of it this way

    Survivor team (A B C D) sees freddy is the killer. Survivor A is seen early and runs away, getting downed and hooked at avout 120 seconds in. Survivor A now fails his hook checks and suicides because freddy op and doesnt want to play v him. 1 kill. 4 gens later survivor B has been working hard to avoid and do gens. Survivor C has been stealthing and survivor D is hiding in a corner moving to stop crows.

    Survivor B gets downed, hooked and 5th gen is almost done, lets say B has been hooked twice before, this is the majority of the game not necessarily through tunneling but, just bad luck. The other survivors been downed and hooked once.

    So thats 1 suicide-on-hook and one kill. Now Survivor C and D are left survivor C gets downed before the gate is opened. As the killer goes to pick him up for second hook, he disconnects immediately counting as a 3rd kill and survivor D who has camped hatch since gens were done or since B went down, instantly jumps down hatch ending the game.

    Killer has a 75% kill rate that match and is then complained about for being too broken. Stats are looked at and he is getting 3 "kills" per match even if survivors are basically giving up the second they see someone they dont like.

    Then it looks like the killer is overperforming, they get hit with nerfs and the cycle repeats.

  • DaKnight
    DaKnight Member Posts: 720

    How does that matter when those factors would in theory be impacting all of the other killers as well? So maybe he has a 75% kill rate, of which 65% is actually legit. But then below him is Spirit with a 70% kill rate, of which 60% is legit, etc. Freddy still sat squarely at the top.

  • Zaitsev
    Zaitsev Member Posts: 1,285
  • Get_Beaned_B0I
    Get_Beaned_B0I Member Posts: 106

    I don’t think making killer ez mode is fixing the problem, it’s just pushing 95% of the killer problems onto survivor + all of the survivor problems that already exist.

  • batax90
    batax90 Member Posts: 879

    If a survivor get camp by a freddy its simple you wake up and go for the unhook like that BT work

  • GoshJosh
    GoshJosh Member Posts: 4,992
  • Reinami
    Reinami Member Posts: 5,640

    1. That addon is useless for a reason. Almost every killer can fake their power. It's part of the mindgame.

    2. Not really gonna change much. The power of them is in chase.

    3. The alarm clock is already extremely strong in that it wakes you up for much longer. It's his only way to stall the game. Without that he's getting gen rushed hard and if survivors didn't passively fall asleep he'd just be an m1 killer because you'd just throw down pallets early and never get hit.

    4. Stop going for unsafe unhooks and you don't have to worry about this. You still hear the lullaby so you know when he is nearby.

    5. Fake pallets are objectively garbage compared to snares. They are just a meme that is good against what I call "normal" survivors. Which every killer is basically OP against, event clown.

    6. The slowdown add-ons have been super nerfed. They only make gens take an extra 9 seconds if you use the best combination and every single survivor is asleep. Which is rarely the case so you are usually looking at an extra 5-7 seconds. Hardly even useful let alone OP. he has better add-ons.

  • seki23
    seki23 Member Posts: 833

    freddy doesnt need nerfs he is one of the few killers in the game that are actually viable.

  • evil_one_74
    evil_one_74 Member Posts: 312

    I personally liked the old Freddy better.

  • StarLost
    StarLost Member Posts: 8,077

    No. But currently there is an arms race going on between SWF groups and killers/map design.

    People find themselves going for high mobility/good chase killers because unless you are absolutely top tier, you are going to get skunked if you don't.

    If you change one, you need to account for the other. And Freddy isn't even close to what a good Nurse, Spirit, Hag, Huntress or PH can do.

  • Lufanati
    Lufanati Member Posts: 198

    I agree. I don't think Freddy needs a nerf, at all, but a lot of old Freddy's mechanics were unique and thematic. I loved the dreamworld aspect of his kit. I loved that he was invisible and intangible when you were awake. It really felt like Freddy Krueger. If they could combine aspects of both kits, it'd be really cool.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Freddy doesn't need nerfed. He is an extremely easy killer to play but can still do well against the good swf teams. Other killers who take more time to learn/master are better (Spirit, Nurse, Hag and Billy).

  • thepyramidhead
    thepyramidhead Member Posts: 59

    Nerf survivors

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    According to those stats, nurse is also the weakest killer in the game.

  • Primalux135
    Primalux135 Member Posts: 1,045
  • StrickxNyne
    StrickxNyne Member Posts: 230

    Go play as Freddy. You think you know because you've got to play against him, wait til you're him. Fake teleporting usually happens to help slow gens, most teams don't fall for it or it's so quick they pop the gens anyhow. Spending time putting pallets or snares keeps you from watching the map, chases, kicking gens and face camping. If I'm dropping a snare you can save your team or pop a Gen, I'm not swinging on you if I'm snaring. BT isn't ignored. You're awake when you hit the hook and come off and BT works on you fine, I face camp plenty of matches and BT works perfectly and so does DS.