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The Nightmare needs buff about system and add-on adjust

SHWN
SHWN Member Posts: 30
edited December 2023 in Feedback and Suggestions

Although in North America-server, The Nightmare might be strong in a variety of aspect, I don't think that so. I think The NIghtmare is weak for chasing and entire balance. So I suggest this suggestion.

System update: The Nightmare has 15tokens for Dream Snare and Dream Pallet. And in the sacriface, The NIghtmare can use both of Dream Snare and Dream Pallet. + All of survivors can only escape Dream World by interacting alarm clock. Futhermore, Survivors no longer can escape the Dream World by hooked. + The Dream Timer is decreased 60sec to 45sec.

Add-on adjust

ㆍRed Paint Brush: All survivors start the Trial asleep. + Survivors who are in Dream World get "Exposed" status effect for 5sec whenever they work Dream Snare and Dream Pallet.

ㆍBlack Box: Survivors who are in the range of 6meter yell and be revealed their aura after The Nightmare complete performing Dream Projection.

ㆍSwing Chains: The "Hindered" status effect duration of Dream Snare increased 3sec.

ㆍPaint Thinner: The worked Dream Snare and Dream Pallet reveal survivors aura for 8sec.

ㆍJump Rope: The movement speed is increased by 4% when The Nightmare install Dream Snare and Dream Pallet.

ㆍPrototype Claws: If The Nightmare damaged survivors who The Nightmare chased after 15sec Dream Snare and Dream Pallet worked, Survivors get "Deep Wound" status effect.

ㆍGarden Rake: Cool-down duration of Dream projection is decreased 10sec.

ㆍOutdoor Rope: During Dream Projection, Survivors' aura who are in the range of Projection generater within 12meters are revealed.

These add-on adjust will make The Nightmare's utility and supplement The Nightmare's weakness. And these change will receive rave reviews about The Nightmare's funny factor.

Post edited by SHWN on

Comments

  • Archol123
    Archol123 Member Posts: 4,634
    edited December 2023

    This does nothing to the skill you need to play the killer and it makes him even easier, you have 28 tokens, you can just put them all around the map without much thinking... The killer would become stronger but even more boring, considering the exposed effects or the longer slow duration and what not... There is not a single change in this thing I could consider decent, maybe besides giving him dream pallets and snares together... It would help him out much on its own, since they are both rather bad and I would like a whole new power for him that allows skill expression and makes him fun to against and fun to play, while also making him stronger... These changes however are not it my man.

  • SHWN
    SHWN Member Posts: 30

    I increase the tokens about the Dream Pallet and Dream Snare because I think The Nightmare needs more tokens to manage entire game flow.

  • Archol123
    Archol123 Member Posts: 4,634

    And you don't think 28 is a bit much? Why would you ever need that many....

  • SHWN
    SHWN Member Posts: 30
    edited December 2023

    You don't understand my intend.

    As The Nightmare can use both of Dream Snare and Dream Pallet, So The Nightmare needs more tokens for Dream Pallet to disturb survivors.

    If patch will do The Nightmare can use both of them, The Nightmare needs more tokens.

    If you complain the number of tokens, just reduce the token about 12. 5(Dream Snare) + 7(Dream Pallet)

    And I just bhvr patch The Nightmare's add-on.

  • KaTo1337
    KaTo1337 Member Posts: 550
    edited December 2023

    This is what Freddy-Mains like myself, GeneralV, DBDFreddyK and others can see how he should be:

    As Freddy-Main, he is pretty simple to make fun and unique again:

    1.) OG-Freddy returns in his 1.8.1-Version (Pull survivors asleep by pressing the power-button, 50% Action-Speed Penalty in the Dreamworld like before, Aurareading like before, Terror-Radius in the Dreamworld, Lullaby while awake) - Dream Snares and Dream Pallets gets deleted.

    2.) While survivors are in the Dream Transition, they suffer from the Incapacitated-Status-Effect (no repairing gens or healing others in your face etc. - remember old Eruption)

    3.) Failing a skillcheck do NOT wake you up anymore. In exchange, the Alarm-Clocks stay, but the 30sec Immunity has to go, because that would be "God-Mode" for survivors. Microsleep has to go. (Other opinion: Failed Skillchecks to wake up stay, Alarm Clocks will leave the game).

    3.) Dream Projection will stay, but the cooldown gets buffed

    4.) Almost every single Addon gets adjusted. Old Nancys Masterpiece/Sketch for Distance returns, Black Box stays the same for Blood-Warden-Combo, old Z- and Unicorn-Block returns (Decreasing Dream-Transition), Old Pillbottle returns (no glimpses in Dream Transition).

    5.) Unique Chase- and Menumusic

  • Archol123
    Archol123 Member Posts: 4,634

    But he still would not become any more interesting? Besides that even if you give him more tokens for traps, what is he going to do with them? Just place snares everywhere? When using them in chase you usually only need like 2-3 max for your hit and if the other ones reset it does not really matter, so what exactly will this change?

  • Archol123
    Archol123 Member Posts: 4,634

    Ok so what exactly is his killer specific gameplay? Aside from pulling survivors into the dream? What do you need the 50% penalty in the dream world for you are incapacitated in the dreamworld anyway? I would like the pulling into sleep action back but also something that actually gives him something to learn and get better with, because I don't see that with this concept you are presenting here.

  • KaTo1337
    KaTo1337 Member Posts: 550
    edited December 2023

    You are Incapacitated while in Dream Transition (while falling asleep). When you are asleep after that, you have the Action Speed Penalty.

    The reason is: Back in the day, you used your power and watched survivors finishing a gen in your face while you couldnt hit them (you can only hit survivors when they are fully asleep). With Incapacitated-Effect, they cant do anything in this 7sec-Transition.

    His playstyle = Pull asleep and move on. Your goal is to put everybody asleep. When the TR is back in the Dreamworld, you were able to sneak up with Monitor and Abuse for example. With the permanent Aura-Reading when survivors are outside of your TR, you knew where to go. No hiding.

    With Pill Bottle, survivors do not see Freddy at all till asleep. You can "play" with them like Freddy does in the movies.

    He will never be a mechanical killer like Blight, he is more a Stealth-Killer. Mindgames with Fake-Teleports stay with my concept. You are also able to use Terror-Radius-Perks again (currently, they dont work in Dream, because there is no TR)

  • Archol123
    Archol123 Member Posts: 4,634

    So he is basically a stealth killer with almost nothing to learn about him? I mean sure he does not need to be mechanical, but at least the other stealth killers have to obtain knowledge about stalking spots and what not, as Ghostface even 99 ING people and moving on to someone else to 99 them while staying unseen. However I don't see any of that here, you don't need to keep their position in mind because you have aura reading anyway... All you basically do is make games super long because of the incapacitated + action speed penalty in combination with regression perks... So this would be just a different variant of forever Freddy...

    Not every killer needs to Blight but the skill ceiling should at least be high enough to not get covered by other killers entirely and give you something new to learn...