The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Freddy Rework Idea

Basekit changes:

Nerfs

  • No Dream Snares, Dream Pallets are base kit.
  • There’s now a Terror Radius while asleep, and the 32m Lullaby while awake.
  • Dream Teleport now has a 60-second cooldown (from 40)
  • Survivors now take 120 seconds to fall asleep.
  • Only 8 tokens for dream pallets.


Buffs

  • Gain a stackable 5% buff to Pallet breaking, Breakable-Wall breaking, Generator damaging for each asleep survivor.
  • Survivors fall asleep 100% faster (60-seconds) in your lullaby radius.
  • Survivors start asleep.


Addon changes

  • Garden Rake: Increases the distance that you can place pallets to 24m.


  • Prototype Claws: Increase the amount of Dream Pallet Tokens by 2 (to 10).


  • Paint Thinner: Gain a stackable 3% buff to Pallet breaking, Breakable-Wall breaking, Generator damaging for each asleep survivor.


  • Kid’s Drawing: Grants 200 bloodpoints for teleporting to a generator. Decreases teleport cooldown per asleep survivor by 5%.


  • Sheep Block: Setting a Dream Pallet grants 100 bloodpoints. Reduces the number of Dream pallet tokens by 2 (to 6).
  • Cat Block: Dropping a Dream Pallet reveals the survivor’s aura for 3 seconds.
  • Unicorn Block: Dropping a Dream Pallet reveals the survivor’s aura for 6 seconds.
  • Z Block: Dropping a Dream Pallet makes survivors Mangled and Hemmoraged until healed, including healthy survivors.


  • Outdoor Rope: Increases the Lullaby radius by 6m. 
  • Jump Chains: Increases the Lullaby radius by 8m. 
  • Swing Chains: Increases the Lullaby radius by 10m. 


  • Blue Dress: Uncommon Rarity, Increases failed skillcheck regression penalties for asleep survivors by 4%. Reveals the aura of asleep survivors who fail skill checks for 4 seconds.
  • Green Dress: Rare rarity, Increases failed skillcheck regression penalties for asleep survivors by 4%. Reveals the aura of asleep survivors who fail skill checks for 6 seconds.


  • Black Box: The Nightmare can teleport to completed generators.


  • Red Paint Brush: Reveals the aura of all asleep survivors outside your terror radius for 4 seconds, every 20 seconds.


Perk Changes:

  • Fire Up: At the start of the trial, and for each Generator completed, gain a stack-able 3/4/5% buff to Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds.


  • Remember Me: Each time you hit a survivor with a basic attack, you increase the Exit Gate opening time by 2 seconds up to a maximum of 10/15/20 additional seconds.


Comments

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    There's a much more simple fix for freddy, that requires 2 steps.

    Pause passive sleep timer while in chase.

    Make alarm clocks better by either being able to wake up at any alarm clock but only show the aura of one like it is now, or if you force the one alarm clock wake up extend the immunity to make it more worthwile 60 seconds instead of 30 seconds.

    This promotes waking up which already takes away a ton of freddys power.

  • QwQw
    QwQw Member Posts: 4,531

    I feel like people don't understand just how bad dream pallets are, I'm lucky if I get them to work like twice a match. Overall this rework would kill Freddy, just like how you barely see any Billy's around anymore.

  • Inferno427
    Inferno427 Member Posts: 232

    Personally, I only play Freddy with pallets and they work frequently enough for me.

  • Masterninja
    Masterninja Member Posts: 411

    I'm happy there are people supporting another Freddy rework. I don't care if it is balanced or unbalanced because it always can be change for better. If all work together (putting out the devs of course) we can make very good and interesting reworks and changes for killer who have potential: Freddy, Ghostface, Hag, Legion and Clown.

  • jeremycarinio
    jeremycarinio Member Posts: 160
    edited February 2021

    my nerf suggestion is to

    (1) have a cooldown or limit on dream projection. his teleportation is actually his strongest skill that cause gen pressure without condition.

    (2) remove the 15% stackable Dream projection. this should be an add on. actually all penalties should be an add on.

    (3) the snap wake up of survivor is to make (1) second SLAP rather than snap. I think it would be better to slow down survivor for 5 seconds after slap if that would help balance.

    (4) slow down on placing ability of snares and pallets. i saw this player once that places snares just below the running survivor. i dont know how he does it but it really has a slow down effect.

  • CryptFriend
    CryptFriend Member Posts: 416

    I'll drag my suggestions for Freddy from another thread here, just tell me if it's unwelcome and I'll leave:

    Nightmare: Freddy should absolutely be moved back to the old standard of "can't hit unless survivors are asleep." How do we fix the problem of survivors wanting to stay awake? Make it so they're debuffed when awake! Survivors will "deal with" being asleep as long as possible then just for the standard repair speed.

    Next, falling asleep--I feel as though Freddy could do with a very slightly larger terror radius. Why, you ask? To have it carry the primary means of survivors falling asleep! Survivors would fall asleep within your terror radius slowly, rather than just in general--this would also give you a very slight element of surprise, as survivors won't spawn in, see the clocks over their faces, and go "oh, [Bad Word] me, not again" (though hooked survivors should be immune to this as they are now, for obvious reasons).

    Next up, pallets and snares. Why are pallets better? They're not, they're just unexpected and thus kill more because they're unfamiliar. Personally, I feel as though the pallets should be the basic part of his power, and the snares should be added by the add-on, seeing as they're more powerful in comparison--detection, chase, slowdown--they have it all! Dream Pallets, on the other hand, only handle loops and that's only if a survivor doesn't know they're fake.

    Finally, his teleport. An simple fix would be to make it only usable when two (three?) or more survivors are asleep. This prevents truly painful snowballing and keeps survivors from wanting to be asleep all the time, balancing the changes suggested higher up--I was going to go with a "in dream or dead" condition, but once there's two or one survivors left, that would make the game horrible, and three would deprive this variant of Freddy from map pressure once two survivors are dead--that might be better, I'm not sure.

    Does this make him different from established killers and more like old Freddy? Yes!

    Is that a bad thing? No!

    Also, he should probably get unique chase music, just sayin'.


    Repost done, thanks for coming to my figurative TED talk, I guess.

  • Mastermind
    Mastermind Member Posts: 111

    The main problem with Freddy is that he has too much stuff. He has mobility via teleport, clown-grade survivor slowdown ability and on top of all of that there's the mechanic which rewards him for playing for 60 seconds.

    Putting survivors into sleep should be something that needs to be earned. Either have players in his terror radius gradually fall asleep, have his dream snares activate on awake survivors as it pushes them towards falling asleep by 25 - 50%.

    Sure - teaming VoIP survivors have no problem coordinating themselves to keep themselves awake, but solo players just don't have that guarantee as you can find jackasses that just don't bother waking you up and running to an alarm clock which tends to spawn on the opposite - dead - side of the map... By the time you get there and back to a gen you might as well just start looking for another alarm clock because you'll be asleep any second now.