We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

An update for Freddy

Bard
Bard Member Posts: 657
edited September 2020 in Feedback and Suggestions

The current version of Freddy has... a lot of problems.

  1. This killer has a skill floor and skill ceiling that are both 2 meters below sea level. His gameplay is basic as hell and has very little room to express your skills.
  2. He doesn't fit the license. Freddy is somebody who can't touch you while you're awake, but is an all-knowing unstoppable beast in your dreams. "The Nightmare" just feels like BHVR duct taped a bunch of random ideas together and slapped a "SLEEP" label on it. He can slash people while they're awake and his greatest weapon is... snares? That's not Freddy.
  3. Until a survivor is asleep, he has no power, and once they are asleep he has no meaningful counterplay. He goes from Wraith to Pyramidhead like that. It's no fun chasing people who aren't asleep since there's nothing you can really do to them, and chases aren't fun for Survivors because their only option once asleep is to just hold W.
  4. His Dream Projection feels like a solid concept, but is gimmicky as hell. Oh boy, I sure do enjoy how the most dynamic plays you can make with this killer are only even possible when you're running by a generator.
  5. His add-ons are hot garbage on every level.

So... here's my solution.

It's a tad long.

Stat Changes

  • Terror Radius decreased from 32 meters to 24
  • The Nightmare's lullaby and terror radius have been inverted; waking survivors hear the lullaby, sleeping survivors hear the terror radius.
  • Vault time decreased from 1.75 seconds to 1.5 (same as a tier 2 Myers).

Sleep Changes

  • The Nightmare is once again incorporeal to any survivor who is currently awake.
    • Waking survivors cannot see The Nightmare
    • The Nightmare cannot damage Waking survivors
    • If a survivor in the dying state is being healed by waking survivors, the Nightmare can pick up the survivors anyways.
  • Sleeping survivors outside The Nightmare's terror radius once again have their aura revealed to The Nightmare.
    • Effect now has a maximum range of 2x your terror radius.
  • Failing a skill-check will no longer wake a survivor up
    • This means the only ways to wake up are to be manually woken up, visit an alarm clock, be hooked, be healed from the dying state, or trigger Adrenaline.
  • Sleep Cycle progress is now visible to The Nightmare
  • Sleeping survivors no longer suffer from the Oblivious status.
  • The duration of the Wake Up action no longer increases each time it is used.
  • Survivors who reach full progress on their sleep cycle do not fall asleep, instead entering a state of Micro-Sleep.
    • Microsleeped survivors will occasionally see Glimpses of The Nightmare if he is nearby (the same way a survivor in dream transition would), but are not technically asleep.
    • Microsleeped survivors can interact with Alarm Clocks, causing their Sleep Cycle to regress to 50%.
  • The Nightmare has regained access to the Pull In Dream ability, bound to M2.
    • Hold M2 and look at a survivor to Tag them, causing them to progress along their sleep cycle at an increased rate and to fall asleep 1 second after the cycle fills all the way.
    • Tagged survivors have their sleep cycle progress 16.6% per second, meaning 6 seconds to reach maximum sleepiness
    • "Glimpses" of Freddy now occur on a 3.5-0.5 second off-on interval rather than a 2-2 second interval.
    • Increased the reach of Pull in Dream to that of the old Nancy's Masterpiece.
    • The Nightmare's movement speed is no longer multiplied by 0.95 for each tagged survivor.

Note that while many aspects of the old Freddy have returned in some form, the action speed penalty has not.

Dream Ability Changes

  • Dream Pallets removed
    • These were a funny gimmick, but they're weak as hell and BHVR isn't even supporting them with their new maps (Ever played Pallet Freddy on Hawkins?), so I'd say we just let them die out.
  • Dream Snares reworked into Dream Pools (visually, still a pool of blood)
    • Rebound to E
    • Dream Pools are a valid target for Dream Projection
    • Dream pools do not interact with survivors who step on them.
    • Dream pools are not visible to survivors, asleep or otherwise, unless they are actively being projected onto.
    • While the maximum of 8 pools on the map is unchanged, you are now restricted in how quickly you can place them. Start with one charge of the ability and gain another every 15 seconds, up to a maximum of 4 charges held at once.
  • Reduced Dream Projection cooldown from 45 seconds to 15
    • Dream Projection no longer has its cooldown decreased per sleeping survivor
  • Dream Projection can no longer target generators. You can instead target Dream Pools. Doing so will destroy the Dream Pool on arrival.

Add-ons

Common

  • Wool Shirt
    • Decreases the cooldown of Dream Projection by 1 second.
  • Sheep Block
    • Decreases the passive sleep timer by 5 seconds
    • Decreases the maximum active sleep timer by 0.5 seconds
  • Kid's Drawing
    • Decreases the time to recharge Dream Pools by 1 second.
  • Garden Rake
    • Decreases the time to activate Dream Projection by 8%

Uncommon

  • Prototype Claws
    • Decreases the time to activate Dream Projection by 12%
  • Outdoor Rope
    • Increases the time required to wake up at an alarm clock by 2 seconds.
  • Nancy's Sketch
    • Decreases the time to recharge Dream Pools by 2 seconds
  • Green Dress
    • Decreases the cooldown of Dream Projection by 2 seconds.
  • Cat Block
    • Decreases the passive sleep timer by 5 seconds
    • Decreases the maximum active sleep timer by 1 second

Rare

  • Unicorn Block
    • Decreases the maximum active sleep timer by 2 seconds
  • Paint Thinner
    • Decreases the time to activate Dream Projection by 15%
  • Nancy's Masterpiece
    • Decreases the time to recharge Dream Pools by 3 seconds.
  • Jump Rope
    • Increases the time to be woken up through the Wake Up action by 3 seconds.
  • Blue Dress
    • Decreases the cooldown of Dream Projection by 3 seconds.

Very Rare

  • Pill Bottle
    • Sets the maximum aura reading range of Dream Demon to 32 meters, independent of your terror radius.
    • Decreases your terror radius by 4 meters for every survivor currently sleeping or microsleeping.
  • Swing Chains
    • Increases the time to wake up through the Wake Up action or an Alarm Clock by 1.5 seconds for each time they have woken up previously.
    • Increases the Dream Projection cooldown by 18 seconds.
    • Removes the 1 second buffer between a tagged survivor hitting 100% sleep progress and falling asleep.
  • Z Block
    • Decreases the maximum active sleep timer by 1 second.
  • Class Photo
    • Enables Dream Projection to be used on Generators.

Ultra Rare

  • Red Paint brush
    • Survivors will enter Microsleep at 75% progression rather than 100%.
    • The Nightmare can directly harm survivors in Microsleep. Doing so will put them the rest of the way to sleep.
  • Black Box
    • Become obsessed with one survivor.
    • Your obsession starts the trial in the Dream World and cannot wake up.


Post edited by Mandy on

Comments

  • Alphaphalt
    Alphaphalt Member Posts: 259

    Old Freddy main here, I miss him so much.

    Microsleep is dumb, I just want Old Freddy but remove skill check waking up and use the alarm clocks instead. Generator TP can stay but your snare rework idea is also really cool.

    Will never happen though because we need our 3IQ strong killer for those who need him.

  • Bard
    Bard Member Posts: 657

    Clown and Myers can be fixed with simple number changes and code tweaks. The fact that they're as bad as they are after this long is an embarrassment.

    Legion and Pig are complete trainwrecks that need to be reworked, but it would take a long time to do so due to the sheer amount of work that has to be done on them.

    Freddy is stronger than those other walking dumpster fires, but he's no better as a design.

    The reason I think he should be updated before those others (except Clown/Myers... that should have happened a year ago) is because it would take so little effort.

    The rework I described has very little in the way of "new assets". The sleep mechanics are a mix of Old and New Freddy (both of which are already coded), Dream Projection is practically unchanged as far as how it actually works,

    Hell, it doesn't even have to be nearly as intensive as this!

    You could literally just take old Freddy, fix his bugs, and slap on the live version of Dream Projection and you would have a better design than what we've got.

  • Seiko300
    Seiko300 Member Posts: 1,862
    edited September 2020

    I'll have to disagree and say that Freddy was put under the most intense scrutiny during his rework, they changed him from the ground up on a fundamental level that completely altered how his power function in almost every way yet still remained true to his character. What made him a poor killer was very closely examined and explored, his original incarnation was flawed at the most basic level though the concept on paper may have been interesting.

    There's a reason that Freddy was reworked to such a scale, the community asked for the change and the developers delivered. The mere notion of re-implementing any aspects of old Freddy into modern Freddy let alone the idea of "taking old Freddy, fix his bugs, and slap on the live version of Dream projection" as if that will make him any better is completely and utterly asinine in every sense of the word.

    And I can't believe I have to say this because it's so obvious: Not being able to hit survivors is crippling. I don't mean to be rude, but you have to be out of your mind to seriously believe that this and most of everything else that you're suggesting is anywhere near a good idea let alone superior in-design to modern Freddy.


    Most importantly: The Code from Old Freddy does not exist. When the rework went through, this code was deleted, we know this because some few old-version Freddy sympathizers asked the devs if they could keep both the new and old version of Freddy and the short answer was no. One of the cited reasons was along these lines if I'm not mistaken, so long story short unless the devs suddenly have a change of heart and decided to re-animate, re-code, and re-program old Freddy back into new Freddy there is no hope for you or anybody else to ever see old Freddy ever again. Thank God and good riddance.

    She is arguably the most poorly designed killer out of the entire current roster. You want an example of bad design @Bard ? Look no further than the Plague.

    Don't even get me started, I've written the equivalent of an entire paper on the Plague before, but I'll boil it down for you now to a simple, universal, and well-understood concept that has been repeatedly proven throughout Dead By Daylight's history: Passive is not fun.

    Ironically enough, this standard was actually established from the Freddy Rework, Killers had been released before Freddy who had passive powers or passive aspects to their powers, but Freddy's original incarnation pushed this idea to its limit and breaking point forcing a change from the devs because of how terrible it was. Both in regards to it not being fun for killer "Oh man, I get to stand here for 6 seconds and wait until a survivor falls asleep! (Is this what it feels like to be skillful?)" or survivor "Great, I'm asleep and now this Generator is going to take me 10 years to finish, here's hoping a skillcheck pops up soon..." and how poor the ability was from a viability standpoint. With no mobility, no chase potential (being purely an M1 killer), and really nothing of significance or consequence in his kit except for massive slowdown (not interesting) and universal aura reading (not skillful) old Freddy was terrible all around.

    The devs since the Freddy rework have followed up on this idea changing some of the most prevalent passive aspects of the game at the time. This includes runner-up for most passive ability: The Doctor, who was also reworked, and the then infamous but-now-a-thing-of-the-past Hex: Ruin rework. More examples can be found but these are some of the most well known, yet despite this there are still killers that exist in today's modern version of the game that are very obviously at fault of passive abilities.

    Introducing The Plague (and the Pig!)

    Coming in at third place behind the Doctor and Freddy the Plague undoubtedly has a power that is nearly completely passive (and I'll try to wrap this up quickly to stop myself from ranting, I've already written more than I intended to). The problem with her power is it puts the survivor in an un-winnable situation (I use this term loosely, not to describe the match overall but the situation within that match specifically), presenting the survivor with the illusion of a choice but in reality neither option available to them is an appealing one and neither one truly benefits them.

    Regardless of the choice which I'll get to in a moment, there is absolutely no counter-play provided to the survivor to avoid her ability. Getting the tiniest bit of Vile Purge on a Survivor immediately means they're sick, there is absolutely nothing they can do to stop the progression of the illness. Realistically speaking the Plague doesn't have to continue chasing that survivor, she doesn't even need to infect them completely, getting the tiniest bit on them means the "timer" has started and eventually at some point during the match they will become broken and injured. No perk, no item, no strat, can stop this from happening, and it's not like this is difficult for the Plague to do, of all the ranged killers she is by far the easiest to control in that she acts like a hose and you can literally spray and pray flicking your mouse from left to right across the entire screen and you'll probably hit somebody.

    After that you're broken, and you're presented with that choice I was talking about earlier- either you submit and cleanse yourself with one of the many the Pools of Devotion scattered across the map and give the Plague access to the singlehandedly most aggressive and powerful damaging ability out of the entire killer roster, or you don't cleanse and you remain broken. For the entirety of the match, permanently injured.

    At the most basic level this is simply and objectively not fun, for either role. A survivor is placed in an un-winnable situation where neither choice he/she makes really matters, both of them are bad for them and good for the killer, but the killer, the Plague, at the same time is just an M1 killer. After she gets someone fully infected what does she do? She runs the tiles normally as an M1 killer, and like any M1 killer she can be looped to hell and back with zero tools at her disposal to deal with that. Relying purely on the her own skill to run tiles, or as others more pessimistically put it: for the survivor to make a mistake.

    I say zero, because we all know the choice most survivors make. Most survivors, unless they are inexperienced or really just don't care and are willing to throw the match, won't cleanse. Which means the Plague is stuck with her one dumb passive ability and distinctly lacking the one fun aspect of her power the Corrupt Purge which is her only redeeming quality- it is completely up to the survivors whether or not she gets access to her power. In other words, survivors are passively afflicted with illness, just so that the Plague can passively (potentially, it's not even a guarantee) get her corrupt purge. She isn't necessarily doing anything (much less anything particularly skillful) to get her corrupt purge, again, it doesn't matter if she gets them sick immediately or if the illness passively breaks that survivor, either way they will eventually become broken and either way they will eventually be confronted with the same un-winnable choice: to cleanse, or not to cleanse. That is the question.

    This is why the Plague is my personally most despised and hated killer- both to play as and against. THAT is what bad design looks like.


    And really quick I'll force myself to contain this last bit to a paragraph because I did end up ranting: The Pig suffers from the exact same problem The Plague does now and that the Doctor and Freddy did before them, but only to a lesser degree, not as annoying or in your face. Her Reverse Bear Traps are completely passive, she puts one on the head of the survivor and that's it- from then on she has nothing to do with whether or not the survivor lives or dies by the bear trap. She has no control over when it activates, nor does she have any control over how long it stays on their heads, or anything else. The killer is not involved in that process at all, and that is the problem with passive abilities: the fun of Dead By Daylight comes in large part FROM the killer interacting with the survivor. This is a core fundamental truth of Dead By Daylight and its gameplay.

    And it's also the reason why Old Freddy sucked, and why he'll never come back in any way, shape, form, or fashion. @Bard

    You'd be deluded to think otherwise.


    Thank you for coming to class today, I hope you took notes because there'll be a test next week on the content we covered here this week.

  • Withered8
    Withered8 Member Posts: 1,241

    Ur right i do agree it is annoying that she negates quite a few amount of perks, which sucks, but i don't think there would really be a way to change this. Personally i don't mind it cause im not usually one to heal anyways.

    Interesting point you raised about passiveness, yes i agree passive gameplay and slowdown is very annoying and i think the devs should try to avoid it as much as possible but i don't think its that big of an issue with plague and pig. First of all, you can do many thinks to delay her ability to vomit on you and really make her waste time trying to do so. Also remember it doesn't break you instantly, and yes you can rotate do you really want to be trying to spew on 4 survivors if they are all making sure that doing so is an incredibly hard job? No. I don't see what's wrong with the instadown part, because there are plenty of other killers out there who are instadown. I think it would be boring if it wasnt for her corrupt though. The fact that she starts with one fountain basically gives her the option to use it whenever she wants, which i think is a great design. As survivor, you have to debate whether you want to cleanse or not, which yes both options aren't great for you but are definitely playaroundable. I would honestly reccomend you just cleanse if you're decent at survivor. The fact that she looses her power if she gets stunned is what makes it balanced, and i enjoy being chased by corrupt plagues, because honestly its alot easier to avoid and deal with than people make it out to be. At the end of the day her passive isn't that great, it achieves something legion can easily do, and does take the ability to vomit on people. Legion is far more capable of getting people injured than plague.

    For pig i think that it suits she has a passive slowdown. You've got to remember that these killers don't SOLELY rely on their passiveness and it isn't insanely strong like someone like freddy's and old doctors may have been. Pig not only has to get downs for this to work, but if she wants to put any pressure on those survivors, she's gotta catch people at the boxes otherwise they'll just get their trap of eventually, and although yes it does slow down, it's no where near the level of freddy's considering the effort he requires for his slowdown, none.

    Yes although these killers do have passive slowdown, i think it works fine for them because not only can it be avoided and takes setting up/effort to use, it is no where near the strength of freddy's and having just a couple of killers with a weaker passive ability isn't that bad. The problem is when you get freddy style passiveness which requires no skill and has no downside.

  • MegHasCuteFeet
    MegHasCuteFeet Member Posts: 369

    "terrible rework"

    He was the worst killer for over a year and everyone was knowing that and now he is in a pretty good spot, with reasonable counterplay.

    He is literally M1 killer with a worse clown ability and the only thing he has going for him is oblivious debuff which can be played around and the teleport. Don't even dare compare him to Pyramid Head in terms of chasing LMAO.

  • ElementDoom
    ElementDoom Member Posts: 166

    I wanna love any idea that involves Freddy actually having a dreamworld mechanic again but this idea sounds pretty terrible tbh. Unless I read this wrong you want to reintroduce his massive weakness of having to pull survivors into the dreamworld while removing half his aura range and his slowdown which were the main strengths meant to counterbalance it.

    In exchange for this Freddy would receive... demo portals?

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

    How can someone be so biased to actually think that anything on Freddy is worse than anything on Clown? Clown basically lost his right to exist when Freddy got reworked.

  • Kebek
    Kebek Member Posts: 3,676

    Wait, you're saying that clowns gas is weaker chase tool then snares ? Can you explain the reasoning behing it a bit please.

    If you're anwer is something along the lines that freddy can spam snares while clown has to reload then the person using the botles isn't probably very good with them so that can't really be a reason behind it. I can't think of anything else that's better about the snares when compared to the gas.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,353

    "If you're anwer is something along the lines that freddy can spam snares while clown has to reload then the person using the botles isn't probably very good with them so that can't really be a reason behind it"

    Well, this is in conflict with your first post here, where you said that it is wrong to call Freddy skillful. Clown at least has to hit with the Bottles (and aim with them), while Freddy can just spam Snares. Freddys Skill Ceiling is low, you can be as good with him with 100 hours like with the first game.

    I think that Clowns Chase Tool is at least not stronger than Freddies Snares. They might even be weaker, at least for the reason that you actually can mess up with it - and lets be honest, nobody is perfect and even good Clown-Players will throw a Bottle into a slightly wrong direction.

    But on top of the similar Chase Mechanic, Freddy gets a Teleport (which allows him to use Pop Goes the Braincell while Clown has to jiggle to the Gen), Oblivious and Slowdown Add-Ons.

  • Kebek
    Kebek Member Posts: 3,676

    You're probably confused me with seiko300 since this is my first post here.

    But just in case you somehow didn't, I'll say that having low skill ceiling killers who are also good isn't a bad thing for DBD. Every killer wants to chill from time to time and just play a less taxing killer while also not getting stomped and freddy is perfect for that. Not every killer should require insane amount of perfect power usage to justify him being good. Freddy is stong and simple to play, nothing wrong with that.

  • Tricks
    Tricks Member Posts: 957

    Everyone who has ever complained about Freddy only does so because:

    • They haven't bought him so they don't know how to play as him therefore they don't know how to counter him

    And that is all.

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

    Oh, yes, my bad, I just looked for the profile pic.

    And I dont have a problem with simple Killers, in fact, most of them are simple. But it should not be completely braindead.

  • Bard
    Bard Member Posts: 657
    edited September 2020

    Not quite.

    Demo portals:

    • Take ages to set up
    • Are semi-permanent
    • Can be destroyed by survivors
    • Require the killer to stand still on top of one portal to go to another
    • Don't allow the killer to cancel their teleportation once the travel begins.

    As such, they're decent for map control but borderline useless in chases.

    The proposed pools:

    • Can be set up in seconds without having to stop.
    • Can be destroyed/replaced by Freddy if he wants to reconfigure.
    • Cannot be destroyed by survivors at all
    • Can be teleported to from any location without stopping your movement
    • Allow the kilter to cancel their teleport at any point, right until the moment they arrive.

    These are more a fusion of his current Dream Projection and Hag's Mint Rag add-on. With the current Freddy, one of the only skillful things you can do is to teleport to a generator ahead of the survivor you're chasing to cut them off. It's fun, but so niche that it barely happens. With this version of Freddy, you can do this constantly, which has decent synergy with his aura reading.

    You can also use it to mindgame at loops by placing pools on one side of the pallet and making the survivor guess on whether you're going to go through with the teleport.

    The aura reading was nerfed and his slowdown were removed for good reason.

    Since Freddy was given the means to cross the map in an instant, and skill checks no longer wake up, I had to remove his ability to detect survivors across the map. Otherwise, he could set pools at Alarm Clocks and go there whenever he saw somebody start waking up. It's not like this cripples him or anything; seeing survivors between 24 and 48 meters (or 16 and 32 with Monitor) is still crazy good.

    The slowdown was removed because skillcheck wake-ups were removed. It's now impossible to wake up without going out of your way. Being vulnerable to a teleporting stealth killer with wallhacks is pretty threatening, so he's still gonna have decent slowdown just from forcing people to run crosscountry (or find a friend) to wake up.

    It's not like the aspects of Old Freddy that are present in this were unilaterally nerfed.

    • As was already mentioned, skill check wake-up is gone. No more 7-second invulnerability windows from self care skill checks.
    • Baseline Dream Transition went from 7 seconds to anywhere between 7 seconds and 1 second, depending on how sleepy they already are.
    • Dream Pull range was essentially doubled, meaning the tactic of holding your power out to scan for awake survivors behind walls is better.
    • Dream Transition movement speed is no longer a thing (a buff to his baseline, but technically a small nerf to what Freddy could do with stacked speed add-ons)
    • Awake survivors can no longer "bodyblock" for sleeping survivors by having hit detection choose them.
  • Bard
    Bard Member Posts: 657

    Or maybe Old Freddy was one of my main killers and the current Freddy spits in the face of everything the character should be.

  • MegHasCuteFeet
    MegHasCuteFeet Member Posts: 369

    All I said was that Freddy has worse chasing than clown, especially after latest clown buff.

    He is obviously far superior because of his teleport and other passive effects.

    OP claimed that Freddy has no counterplay in chases, but by that logic people would also complain about clown alongside Deathslinger and Pyramidhead right?

  • Bard
    Bard Member Posts: 657
    edited September 2020

    I said he had no meaningful counterplay.

    Nurse and Spirit have "no counterplay", since if they play right there's just nothing you can personally do to avoid getting hit other than burning something like a

    Killers like Freddy and Pyramid have no meaningful counterplay. You go down if you try to play tiles. You can hold Shift W in the opposite direction and buy enough time to win the game, sure, but if that's the option survivors are left with as counterplay, that's a problem.

    They aren't in the wrong spot strength-wise, it's just that they take away interesting counterplay options for survivors and leave both sides with the boring hold W experience.

  • NekoGamerX
    NekoGamerX Member Posts: 5,298

    putting survivor to sleep took to much time this be bad idea

    sounds like you just want easy game with freddy again

  • Zarathos
    Zarathos Member Posts: 1,911

    Let me explain exactly why old freddy was garbage and why new freddy works.

    A. Being harmless outside of dream realm leave freddy prone to survivor's pushing a gen until they actually have to move leading to freddy having extremely poor gen pressure. Your suggestion is to reimplement this idea even though it was a majotr reason behind why he was an f tier killer. Are you insane?

    B. Trap setting killer have always faired extremely poorly because time is a huge resource in dbd and asking a killer to sit down and plant traps is a big ask. Killers like the hag work because her traps are often fast to place and are extremely easy to track and trigger. Creating immense hook pressure your idea for a spawn point is a waste of time and will just result in a crap version of the hag.

    I was there when old freddy was around I took up a dumb challenge by a friend to do get to rank 1 with freddy pre ds rework. It was awful. You will never know the frustration of sitting there staring at a survivor push the last gen utterly helpless because I need to wait for them to transition to hit land. There no exposed no proper payoff for this crippling weakness its just terrible. You can teleport all you like but that doesn't do crap when you cant hit a survivor despite being right next to him.

    Of this discussion @Seiko300 puts it best passive abilities aren't fun and freddy's crippling weakness of creating invincibility periods is heavily exploitable. Read below his piece.


  • sharkster13
    sharkster13 Member Posts: 240

    The only rework Freddy currently needs is to brighten up the newly reworked maps. They are too dark. Other than that he's ok-ish. Other killers need waaay more attention. Pig being number 1, Clown and Plague right behind. Ex. Pig should be able to booby trap limited number of objects (gens, pallets, windows) cause it is a SAW chapter and you have to play A GAME, etc.

  • immortalls96
    immortalls96 Member Posts: 4,652

    pass tbh

  • jackal470
    jackal470 Member Posts: 122

    You do know in Nightmare on elm street they pull him out of the dream world and kill him while they are awake, Right? And he does injure survivors while they are awake but it's at the end of the movies....just commenting on the idea that he doesn't harm until they are asleep in the films

  • Bard
    Bard Member Posts: 657

    Freddy can't go into the waking world willingly (or if he can, he either doesn't know or doesn't want to).

    Freddy hunting people in their sleep is the defining aspect of the character.

    Without that, he's not Freddy. He's Sharp hand Joe.


  • jackal470
    jackal470 Member Posts: 122

    I didn't say willingly, a real big problem on this forum, People don't read or comprehend what they read. Na ######### he hunts people in their sleep like a dream demon...listen I'm an American horror buff and watched all of the nightmare on elm streets a dozen times each in all my years...re-read what I wrote, "they pull him out of the dream world"....not trying to be rude to you but this is like the 5th time explaining myself cause someone can't comprehend English on this forum