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!

Just remember if you complained about freddy's addons you are bad

EntitySpawn
EntitySpawn Member Posts: 4,233

Sorry but if that 5% action debuff was op you're bad. No other reason behind it. When you keep nerfing killers to have pointless addons or powers you will see less and less of them meaning just the same few meta killers over and over. Stop asking for nerfs and learn how to play, learn what a tile is and learn how to use it before you even voice your opinion.

Comments

  • katoptris
    katoptris Member Posts: 3,211
    edited May 2021

    Freddy had everything going for him especially snares and his ropes. He needed this change although black box should be changed to common tho.

  • Hoodied
    Hoodied Member Posts: 13,022

    If you are curious i'll do the change thing rq to show how massive that is, cause I am bored


    Pre-slow down nerf

    12% + 9%= 21% +20%=41% slowdown with all survivors injured with thana, +12% to all but the obsession= 53% slowdown with thana + 4 token dying light, have fun doing gens as thats a 2 minute gen on your own, and it gets higher

    Just incase you want the numbers when its 11 tokens, 41%+ 33%=74% (The obsession won't feel is, nor will the others as they are all dead, but if the obsession was....)

    Pre-add-on rework

    12% (Already mixed the slowdowns) + 20% (4 token thana) = 32% + 12%= 44% slowdown with thana and dying light at 4 tokens, have fun doing generators still



    So overall thank god they changed them, but they should have done something different to the slowdowns than sound related stuff

  • chargernick85
    chargernick85 Member Posts: 3,171

    Sweaty ropes could go because there were too many trash cans who ran them with other slow down perks. I personally ran green rope with yellow rope but then ran Chase perks with Disco or Gear Head. However these new add-ons can go as well like what the f*** is this.

  • VESSEL
    VESSEL Member Posts: 1,068

    I don't want to appear to be throwing shade at the devs. But the head of the balance team (1 of 2 people, from their own words) says that Pallet Freddy is more effective than Snare Freddy. Don't know how much that effects the logic behind the Freddy changes

  • Marigoria
    Marigoria Member Posts: 6,090

    I honestly dont keep up with what devs say. I do know players in general always said snares are more powerful than fake pallets, and I do have to agree.

  • nursewannabe
    nursewannabe Member Posts: 1,075
    edited May 2021

    Just a couple of things:

    In the before nerf thingy, thana was a 4% per stack so total of 16% (not 20)

    Second, debuffs are action slowdowns and are applied by dividing the difference to the base value:

    80 seconds / (1-0.53) = 170 seconds for a gen with 53% slowdown

    The only thing I'm not sure of is how multiple debuffs are calculated (additive or multiplicative)

    (Consider thana, at 4 stacks a gen doesn't take 80*1.2= 96 seconds but it takes 80/0.8 = 100 seconds, or selfcare: 16/0.5= 32 seconds and not 16*1.5=24 seconds)

    Stacked slowdowns are extremely busted and boring af, regardless of what people say about 'gen rush'

  • Bwsted
    Bwsted Member Posts: 3,452

    Because Almo said that pallets were stronger than snares. I kid you not.

  • Hoodied
    Hoodied Member Posts: 13,022

    Ah, mb I didn't remember when Thana was changed, but this does show that the tiny number change to thana did mean alot

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited May 2021

    The problem wasn't the add ons, it was the combination with slowdown perks aswell as Freddies short chase times and across the map teleport/free pressure.

    If Pop/Ruin/Undying didn't exist and weren't used in 95% of matches no one would even think of complaining about it.

    In fact, Freddy used to have a permanent 50% slowdown while in the dream world and very few people complained, Why? Because Old Freddy wasn't the best chaser and killers had way less ways to regress/slowdown gens back then. It was balanced by him not being a very good chaser and having lacking mobility.



    Also, Freddy players calling others bad OMEGALUL. He's by far the easiest and most brainless killer in this game. Pick him if you want a free pip, that's all.

  • beached
    beached Member Posts: 303

    I don't think people necessarily hated his addons, they were just excruciatingly boring to go against when paired with tinkerer/pop/ruin. In solo queue especially it just seemed to make the match last forever and shockingly enough holding M1 on a generator the entire match isn't very exciting.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    Snares are definitely stronger, all you have to do is mindlessly place one on one end the of the loop and chase back towards it for a free hit, but I think I understand where they're coming from.

    Fake pallets are incredibly weak but kind of unfair, there's absolutely no tell if its real or fake and if it's fake you're instantly screwed. Maybe they realised how unfair they feel from the survivors side. Should have reworked them but they butchered Iri head in the same way instead of actually fixing it.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Big Fs for swing chains

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    Freddy was good before but not broken. Right now I don't see any reason to play him with the updates.

  • edgarpoop
    edgarpoop Member Posts: 8,447

    That's one of the reasons why you don't solely balance around big data. Pallets>snares is ludicrous. There are a lot of reasons why snares are better in high level play, but I don't feel like writing a novel. Anecdotally, I've seen two Freddy players try dream pallets in tournaments and they ended up with zero hooks and two hooks respectively. Snare Freddy usually at least gets a kill in that setting.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    I would argue base freddy was fine. But when add ons and perks came into the equation it went from challenging to boring/unfair really fast.

    The amount of times I've faced a freddy that's made the game last 20+ minutes, they aren't even good at chases they get destroyed but their slowdowns just slow the game down so much, is unbearable.

    He's still a strong killer, played him last night. Still as brain dead as ever, place snare on other end of pallet loop, if they run free hit, if they hit the snare free hit, rinse repeat. No amount of numbers changes will make people like playing against this killer.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405
    edited May 2021

    There were times he could be tough but I hesitate to want to nerf him when other killers are clearly stronger like spirit but aren't addressed at all.


    Right now everything he does someone else does just as well or better.

    Teleport to gens is his best thing but lots of other killers have the same or similar ability.

    His entire kit (other than teleport) requires survivors to be asleep do be used while other trap killers have no prerequisite with a similar amount of time for set up (and the other traps are actually lethal). He now has additional barriers to use his abilities that already had prerequisites to be used.

    I honestly kind of liked freddy having some slowdown, even against him, because it made his addons unique while now they are worthless.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    Spirit's a special case, honestly. I think most people who are objective or try to be with balance can see she's a problem. But it's an issue with the very design of her power.

    Freddy is STILL a better clown than clown which is kinda sad, even with the snare nerfs and the clown "buff". Also the sleeping part, remember that current Freddy gets that for free. Survivors fall asleep passively.

    I agree that the new add ons are pretty pathetic, but I have no idea what they could have done to make them useful. They clearly are aware snares were a problem and didn't want to make you able to just have the last version of freddy with add ons.

    Freddy's a hybrid killer, he has elements of several different killers, by design conventions he -should- be weaker then them individually. Jack of all trades, master of none.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405
    edited May 2021

    Yeah spirit needs attention and I'd much rather the Devs address someone like her rather than a killer a few notches down personally.

    Clown yes he is better than but clown is one of the weaker killers overall, sadly. He needs a lot of love tbh. His yellow bottle was not what he needed.

    Despite him putting survivors asleep eventually, other trap killers don't have a requirement like that. They can just use traps while he has to hit a survivor first or wait for a survivor to be asleep.

    To me though he is still outshined almost across the board by most killers, not even a jack of all trades imo. Id personally put him in bottom 5 or 7 killers now honestly.

    I'm totally fine if they wanted to change how people played him but just nerfing everything on him doesn't really motivate people to play him that differently. It results in playing almost the exact same, but less effective. If they wanted people to not spam snares I'd hope they would make something else a little better but instead they just made everything else just as bad or worse so he should play similarly but less effective.

  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    It wasn’t just the slowdown add ons, it was them combined with slowdown perks and this led to games lasting a ridiculous amount of time, even when survivors won.

    Legion have the same issue, games with them last an eternity because of the mending.

  • GeneralV
    GeneralV Member Posts: 11,716

    The add-ons themselves were not the problem, the main issue is that they were always active without Freddy doing anything.

    Take Old Freddy, for example. Old Dream World + Old Dying Light + 4 stacks Thanatophobia = roughly 91% slowdown. However, all you had to do was heal and wake up, and more than half of it was gone. And the killer obviously worked for it.

    With Freddy's current power, all you had to do was equip the add-ons. Nothing else. But they shouldn't have turned them into some poor excuse of an add-on with a useless effect.

    But then again, they shouldn't have reworked Freddy in the first place.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    Uh... Wraith might be half decent now but he's still not very good against a decent team. His anti loop is average and predictable and his mobility while invisible is just -decent- now.

  • danielmaster87
    danielmaster87 Member Posts: 9,715

    It's the survivors who should have adapted instead of complaining that Freddy is somehow OP, "best killer in the game" and crap.

This discussion has been closed.