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(Hopefully) My final ideas for Nightmare's Power/Add-on pass.

Leguś
Leguś Member Posts: 185

INTRO:

If anyone looked at my posts, they could tell I'm a bit of dedicated Nightmare enjoyer (Deal with it.) and I think I've finally figured out maybe to finally tweak him in a way it would make him more interesting to play as/against while keeping most of functions to where they are likely meant to be. Let's begin.

NOTE:

It's more of universal change rather than Nightmare-specific but it's also necessary for one of my created add-ons to come to life.

"Incapacitated no longer prevents Unhooking interaction".

Barely anyone is using Incapacitated effect for preventing normal interactions like Repairing. Most of the time it's used for camping due to aforementioned ability to prevent Unhooking. It could be the first step to negate camping, it also allows Incapacitated to be added to other abilities like Doctor's Madness Tier 3, etc. while also allowing currently existing Incapacitated effects like Weighted Head to have extended duration and also maybe finally it affecting more other things like Chest interactions. I hope you are fine with this change.

MAIN POWER CHANGES:

Buffs:

"Increased amount of Dream Snares to 8."

"Increased amount of Dream Pallets to 10."

"Increased movement speed while charging Dream Snare to 4.4 m/s."

"Increased the Hindered's strength of Dream Snares from 15% to 20%."

"Added Dream Walls. The Dream Walls are shared with Dream Pallets. The Dream Walls allow Nightmare and Asleep Survivor to phase through wall. If Survivor goes through it, it will act like Dream Pallet."

"The Nightmare will now see Auras of Dream Pallets, Dream Walls and activated Dream Snares within 36m range from him. (Formerly, only on 24m range, on only Dream Pallets.)"

"The Nightmare can now see the Aura of Dream Projection's Husk when channeling Dream Projection."

Nerfs:

"The Dream Snares will now take 7 seconds to be considered 'Active'. Only Active Dream Snares will reveal their Aura to Nightmare and affect Survivors."

"Survivors who are affected by Alarm Clock's Micro-sleep protection can now see faint Dream Traps in environment. Standing (Not running or walking, let alone crouching.) for 1 second within Dream Trap's range starts the 'Disactivation' process. Disactivation takes 3.5s seconds to complete. After the process is done, the Trap disabled. During the process, the Dream Trap will remain active until the process is finished. Survivor does not have to stand within Dream Trap's range during the Disactivation process."

Oh boy, the idea is to allow Nightmare to be less slowed down when placing Dream Snares, and allow the more tactical apporach with Aura visibility to prevent "Spamming Snares next to each other." by accident (Everyone at least once when playing Freddy experienced this.). Because of adding a Activation and Disactivation abilities, the pay-off of using Dream Snares is increased by adding extra Hindered strength. Dream Walls are something I, (Aka at least me.) wanted to be added and this Killer just works well with it. Dream Walls allow for some fun plays while also deceiving Survivors. Also, a QoL change to Dream Projection because why not. Who would get hurt by it?


ADD-ON CHANGES:

I think many of us agree his add-ons don't feel strong or gimmicky enough to be in this current state. However, here's an add-on pass that I think I've managed to do ok with.

Wool Shirt:

New effect - "Reveals Auras of Dressers. The Nightmare cannot see Alarm Clocks on Dressers."

It only shows the "dresser" part of Alarm Clock, it doesn't show if Clock is 'Occupied' by Survivor however. For a brown I would say it's not that bad I would say.

Sheep Block:

"Increased the Blindness duration to 60 seconds. (Was 30s.)"

Simple small buff.

Kid's Drawing:

New effect - "The Nightmare will Teleport to a random Generator instead of one selected. The Nightmare will no longer see Husk's Aura. Gain 100% bonus Bloodpoints for Dream Projection-related Score Events."

I think this is the way of how meme add-on should work. Overall hinders Nightmare but allows for some unexpected plays. Also, this add-on doesn't care about finished/unfinished Gens.

Garden Rake:

Added effects - "The Auras of Survivors interacting with Dream Pallets and Dream Walls are revealed for 4 seconds. When stacked:

>Grants additional 2 Dream Tokens.

>Allows Nightmare to place Dream Walls.

>Aura reading's duration stacks."

I think now it allows for stacking option while being slightly stronger by itself and also keeping the gimmick.

Prototype Claws:

"Increased the Aura reveal to 6 seconds. (Was 4s.)"

Added effects - "When stacked:

>Grants additional 2 Dream Tokens.

>Allows Nightmare to place Dream Walls.

>Aura reading's duration stacks."

Similar idea to Rake and stronger by itself.

Outdoor Rope:

New effect - "Gain a 2% stackable Action-speed increase to picking-up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows per Asleep Survivor. Stacks."

People asked for this and I don't blame them. I too want to see Freddy yeet a Survivor onto his shoulder.

Nancy's Sketch:

"Increased the effect to 3%. (Was 2%.)"

50% buff in add-on's scale.

Green Dress:

Added effect - "The Aura-Reveal duration stacks."

Yes, more stacking please.

Cat Block:

"Survivors interacting with Dream Trap suffer from Hemorrhage Status Effect, even while Healthy, until Woken Up."

Z-Block but on lower rarity, duration is basically infinite until Waking Up.

Unicorn Block:

New effect - "Survivors interacting with Dream Trap suffer from Incapacitated Status Effect for 8 seconds or until Woken Up."

Yes, this is mostly a Gen defense oriented add-on. This is also why I wanted to do said Incapacitated change because no one wants a "You cannot ever Unhook because I've placed Snare under Hook." case. Comment on this specifcially a bit more.

Paint Thinner:

New effect - "Survivors inside Dream World suffer from following effects:

>When Endgame Collapse starts, the Exit Gates are blocked for 15 seconds.

>Reveals Auras of Asleep Survivors, who are in Exit-Gate area during the duration."

Found the effect bad but interesting, slightly buffed it and also fixed description (Yes, the add-on description in-game is misleading. Sorry for making you learn this fact if you liked old Black Box.).

Nancy's Masterpiece:

"Increased the effect to 4,5%. (Was 3%.)"

Will help... Not much but it will help.

Jump Rope:

New effect - "Gain a 3% stackable Action-speed increase to picking-up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows per Asleep Survivor. Stacks."

This is why I've added 'stacks'. I too want to yeet a Survivor onto my shoulder.

Blue Dress:

"Increased the Aura reveal duration to 5 seconds. (Was 4s.)"

Added effect - "The Aura-Reveal duration stacks."

Yes, stacking please.

Pill Bottle:

No changes. Add-on is fine for being a bit more gimmicky.

Swing Chains:

New effect - "Survivors who Wake themselves Up from Alarm Clock suffer from Oblivious Status Effect for 30 seconds. Gain a Loud Noise Notification after Survivor Wakes Up."

Yes, an add-on of "Don't touch my property". I know, I'm evil when creating this but... I'm ready to accept feedback on this.

Class Photo:

No changes. Gimmicky, confusing playstyle add-on. It's fine.

'Z'-Block:

New effect - "Gain a 5% Haste Status Effect for 6 seconds after fully Channeling Dream Projection."

I'm running kind of out of ideas here. Sorry. Still useful I guess.

Red Paint Brush:

Added effect - "The Wake Up action penalty is decreased by 50%."

Basically going from 4s, 8s, 16s, 32s (the cap) it goes 4s, 6s, 9s, etc.

Small nerf but I want this to be more of gimmick add-on rather than JUST straight-up buff.

Black Box:

New effect - "The Nightmare will no longer see unfinished Generators. The Nightmare can Teleport to finished Generators. After last Generator gets completed, The Nightmare will see the Auras of all Survivors for 7 seconds."

A more end-game oriented Nightmare playstyle is more open with this add-on. Pure uniqueness, no direct buffs, more gimmickness. Side note: Perks like Surveillance, Eruption and etc. will override the add-on.


In total: 18/20 add-ons got changed. Smaller, bigger, overall changed. (Wow, that's 90%!)


NIGHTMARE'S PERKS:

What kind of Killer pass it would've been if at least their Perks didn't get a small revision, hmm?

Fire Up:

Rework: "Gain a stackable 25% Action Speed bonus to picking-up, dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators and vaulting Windows for the duration of 35/40/45s seconds after Generator gets completed."

Fire Up has been a terrible Perk for a very long time. However, simple number buff would be too strong due to stacking issues. Making it do a full effect for limited time, at least for me, seems like the way to go with this Perk.

Remember Me:

Buff: "The Obsession suffers instead by 50% of this penalty. (Was "not affected".)"

It makes Remember Me do something against Obsession but it being weaker, keeping it overall thematic and hopefully decreasing the need of "I have to tunnel Obsession or Perk doesn't work" situation. Still encourages hitting but it's less annoying to deal with.

Blood Warden:

Buff: "Increased the exit blocking to 40/50/60 seconds. (Was 30/40/60s.)"

Added effect - "Survivors inside the Exit Gate area cannot read Killer's Aura."

Buffed Tier 1 and Tier 2. The other part is very specific, mainly aimed at Object of Obsession and Voice-Chats telling "Oh hey, Blood Warden.". Very slightly buffing the Perk so it could be a tiny more consistent but not overall making stronger or weaker.


OUTRO:

Thank you for reading (or at least scrolling) down to here. It's a wall of text with some Power adjustments, Perk adjustments and changing 90% of add-ons. I'm open for a lot of feedback and commentary.


For me, it seems like a lot of people just hate or don't care about him at all. That was even since his release on October 2017 with his previous version. The only amount care for him I've seen was "revert to old version" without even considering it's a completely horrible idea by a mile. Current version has map pressure that can be played around, doesn't have "Press M2 for slowdown everything", doesn't wait 7 seconds to hit people, overall there's more possibility for interactions, current version also has actually an extreme amount of Perk variety, which is pretty rare for a Killer (Usually reserved for Spirit actually.), fits overall the "You can run but you can't hide" overall deal with him. Yes, he can be boring to face but that's basically every Killer ever because it's about the player behind them so please understand beyond.


I wish good day for everyone!

Post edited by Leguś on

Comments

  • Inferno427
    Inferno427 Member Posts: 232

    cool changes. seem pretty fun

    i like that you have to preplan more with snares. i'm not sure how strong they'd be but it's better then just clown 2.0

    dream walls are reall cool idea

    im not sure how i feel about the disactivation process. the duration is very small, you can already disable his power by being awake or by activating them while the killer is across the map. i dont think a third counter is necessary

    husk aura shouldnt even be a suggestion. it should be something in the game right now