http://dbd.game/killswitch
Are the Freddy nerfs really that impactful?
I mean, honestly, I hardly notice a difference.
He's now 4.0 when placing snares. Okay, so? Place a snare and no distance is lost still. Try to leave the tile? So what? You'll still die. It's like if a Demo with Rat Liver held his shred for a second and that magically let you reach the next tile. No, you'll just die. If you do reach the next tile, you could've done it anyway.
No BT immunity which is awesome. It was BS that he even had that.
Clocks are... meh. I mean, who cares? You'll still fall asleep passively, which makes the whole ordeal pointless.
No slowdown add-ons. I mean... cool? His add-ons weren't that strong to begin with, but i guess that prevents the stacking of those with slowdown perks which was less strong and more insufferable. Doesn't change the fact his add-ons are crap, but whatever.
Over all, he's still the same boring, simplistic, over-bloated killer that he was before. He's just worse at camping.
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Not enough to make him a low tier killer, but yes, they are impactful
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Either way, Freddy will still get OP threads and high disconnects. It's all about community perspective.
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Let's just say that even playing him wouldn't be fun.
Old freedy was far more enjoyable
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His slowdown addons not that strong, what? They were still strong as hell even after being nerfed.
The clock change is a big impact as well. It literally disables his power entirely against you basically, at least the chase part of it.
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The only part of the reworks that I see being potentially particularly problematic is the clocks making you completely immune to sleep for 30 seconds. If a person can't fall asleep, they you're essentially just an M1 killer against them for a bit. But then again, some Legion players can handle being an m1 killer for a bit perfectly fine, so even that may not be too huge of an issue. Freddy's core gameplay loop will remain approximately the same.
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No, they weren't.
Jump Rope was 4%. That's barely 4 seconds (rounded up) on a gen. Swing chains was 8%, coming in at around 7 secs. Stack them and you get about 10 seconds due to how weird the charge system is.
They barely have an impact unless you stack with things like Thana or Dying Light. Even then, it's a win-more build rather than an effective build.
As for the clocks, it's pretty much the same as before except now there's a grace period where a hit also won't put you to sleep. Won't really change much.
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black box being nerfed to what it is now makes the least amount of sense
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The grace period is 30 secs, it's not complete immunity. That's not really going to change anything unless you decide to wake up next to Freddy for whatever reason.
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Yes they were.
Not being able to put anyone in dream world just makes you a standard M1 killer; and unable to apply your power in that window at all is a real hinderance.
Swing chains was arguably his best addon after maybe paintbrush. You seem to misunderstand, swing chains applies to EVERYONE, so 8% x 4 and in unison with perks already slowing them down, or regressing gens with ruin, etc....and it slows down across healing and other things as well, more than JUST generators. That absolutely made a difference.
Both these changes also affect each other, you'll have less people, being subject to addons that you've now nerfed, and then being forced to chase someone without your power.....
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Overall, I don't think the changes will hurt him too much, though I'll have to see ptb gameplay for myself.
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Okay, I'll apply this.
With jump rope, you have a static 4%. With Swing Chains, 2% per person with 8% being the max . Let's assume everyone is asleep at all times although in my person experience, there's 1 or 2 awake at some point.
Gens go from 80 to 90.
Heals go from 16 to 18.
Those are the 2 major things that are slowed down.
Now, with Thana, it does become a sizable 113 secs on gens. Pretty severe, ngl. Problem? That relies on everyone being injured AND asleep.
Let's assume 2 survivors are injured and everyone is asleep. That's about 100, which is the same as normal Thana at 4 stacks. Not bad, but not "omg, this is so strong! We're all gonna die!"
For healing, let's assume there's Sloppy Butcher. Sloppy on its own is 20 secs. With the addons, it becomes a gruesome... 22 seconds.
Now, the add-ons aren't "bad" and can give a noticeable debuff. But even at full power, the debuff is just decent. Most of it is just the perks.
Oh, and Dying Light, but that hardly does a thing until you're already winning and gives a free Botany Knowledge to counter Sloppy to the Obsession. Pretty self-defeating.
Post edited by GrimReaperJr1232 on2 -
Exactly.
I find it funny how demo with rat liver has similar zoning to slinger yet only one is complained about.
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I don't know how impactful these changes will be. There are a LOT of them so I think commonsense dictates they will clearly affect his overall kill rate. With there being so many of them, affecting so many different aspects of his design, I am wary of making an projections; I don't think any would be accurate with this many variables. This is a case where I think we will just have to see what happens in the PTB.
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The changes to his addons is downright painful. Sound addons are mostly useless, especially since sounds don't want to work at all half the time. Plus the loss of action speed addons just plain sucks
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Yes, he was. By a long margin.
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It's the same overreaction that happens any time a crutch gets nerfed.
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Yeah thats not 8% for every survivor. It is 2% for each survivor in the dream world and I think jump rope was 3-4% that makes 11-12% which is basically nothing. His Addons were never strong, just annoying.
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That's not how it works.
It's 2% for each survivor awake OR asleep by default, it increases to 8% for every survivor in the dreamworld. Usually not everyone but most people are asleep for much of the match generally.
Also, his addons "never" strong, are you kidding me? Back when they were 25% and a green addon it was ridiculous. If you mean his current ones, they were pretty strong, Swing chains was considered his best addon to most after paintbrush and black box. Over powered? No, but strong.
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Yeah, no. It's 2% per sleeping survivor, applied to all survivors - it's not 32% if the entire team is asleep, that's absurd. This is obvious from playing against a swing chains Freddy, because you'd be slowed from the start of the game, which you are not.
And his add-ons are useless, I don't see what your point is. His only good add-ons now are the teleport cool-down ones and the paintbrush. All the others do literally nothing - blindness for 30 seconds, skill check fail penalties, gen repair sounds slightly louder (terrifying), exit gate blocked for 10 seconds for sleeping survivors once opened which is an iri effect apparently, dream pallets which make him weaker, etcetera. He should've gotten an add-on pass same as the others to be honest, but it looks like they didn't really know what to do with Freddy's nerf.
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He was allready boring to play, not gonna miss him.
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Your pfp says otherwise...
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He is a strong killer, but boring to play, because you need almost no skill for what he can do. It's the easiest wins across all killers.
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If you are placing the snares in a loop than the nerf isn't really impactful, if the survivor sees you placing them and leaves the loop entirely then they are gaining a lot of distance. It is just gonna depend on how the survivors play. I don't see Freddy being that affected by this change tbh.
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