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Concerns about freddy (overall)

His dreamsnares (12% slowdown to survivors in the dream) is a little too low, I find that they are able to still loop me quite efficiently even tho I hit them multiple times, strong tiles make him just as bad in chase in my opinion.

His dream pallets create pallets for the survivors to use in order to stun you and the pallet rapture has an easy counterplay of simply dropping it while its being channeled or hold W anyways, the survivors can see if its fake so they rarely if ever loop around the pallet which makes it obsolete in the first place.

This all paired with the fact you can easily get out of the dream using clocks (only 45 second cooldown which gives you 30 second immunity still) is too good, this means that the cooldown is only 15 seconds realistically and you are still able to use other clocks anyways, so you're always gonna be out of the dream. Theres almost never any dreamed survivors because of the clocks being way too strong. Also this isnt counting on the fact that it takes 60 additional seconds on top of the immunity timer for you to naturally be asleep again, and failing a skillcheck wakes you up anyway so whats the point? His power within the dream isnt even impactful enough to warrant these massive counterplays.

How about finally making a killer who was seen as the weakest killer for ages become a strong killer for once? He should be awarded massive buffs without dimming him down this much. I think the pallet rupture needs a wider aoe base kit without the possibility of dropping it while its being ruptured, and the fact you can stun freddy with those pallets is a laughable addition to the game to say the least. Survivors can see the pallets too so whyyyy, I have to prefiss this further, whyyyyyyyyyyyyyyy??????????

Also his dream projection (teleportation) is funky and finicky, meaning by that: He is not gaining killer instinct near survivors after teleporting which is a non-intended thing so I assume they will fix this soon, but also theres a weird bug that allows you to keep teleporting non-stop but only to one generator, everytime you have this bug and press the teleport, you get sent back to the same generator. Its very weird.

Comments

  • OrangeBear
    OrangeBear Member Posts: 2,878

    I agree with everything said here.

    You have to spam dream snare so much, it doesn't feel very good.

    There's barely anywhere to even place dream pallets and they are also not very good anyway and they weren't before.

    Dream projection is decent but feels bad you can't cancel it anymore.

    Add-ons won't change much, alarm clocks feel too overbearing.

    Definitely needs further improvement.

  • jokere98
    jokere98 Member Posts: 630

    i guess clown is gigamega OP, since he can get 15-19% hindered and 10% haste

  • typervader
    typervader Member, Alpha Surveyor Posts: 541

    What i persoanlly would want:

    Increase clock cooldown to 75 seconds, either reduce the sleep imminity timer to like 20 seconds or make it ONLY work agasint the passive timer.

    Pallets should be a little less obivus. I think its fine you can tell they are fake, but make it harder to notice.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    If it was 15% then okay, but you're literally spamming your ability for no reward. Its not a rewarding ability to hit because it doesnt do anything whilst you're chasing them around a loop, just holding W does the job in most cases anyway at that point. I think its better for sure, but its just not a massive slow for it being a ranged attack. Pinhead has the same thing but his slowdown is actually a good one.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Did I say I struggled? No, im saying his ability doesnt help him.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Clown scoffs at this with his 19% hindered alongside having you half blind lol, theres no reason freddy should have at least 15%

  • Yggleif
    Yggleif Member Posts: 292

    Clown can't teleport to generators and healing survivors and has to reload periodically.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Well most of the time freddy cannot do that either because they arent in the dream for literally 100% of the time so who cares if he can tp to healing survivors. I am stating concerns for the mto look at because it does not feel rewarding to play him as he is now, there are many things that are missing which should be intended like the killer instninct not being shown to you after a sucessful teleport near survivors. His power isnt effective mate, against good survivors he will be equally as bad.

  • Emeal
    Emeal Member Posts: 5,381

    I disagree, with Dream Snare being a skill shot for extra hindered, it will take time to get used to.

  • Yggleif
    Yggleif Member Posts: 292

    Considering interrupting a heal is one of the most effective ways to apply pressure and Freddy gets that map wide for free that's a huge buff to his overall power and needs to be considered in balancing. The snare also goes through objects unlike Clown gas.

    The point is asking for the hindered to be the same as clown is unreasonable because then we're just actively power creeping clown and making him obsolete.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36
    edited January 8

    yes but only when they are in the dream which is the negative side. They wont even be in the dream if they use clocks efficiently. I stated that in my post, why ignoring huge downsides to say this? Not the same as clown because he also blinds you a lot and has a way stronger area and it lasts for way more than 5-6 seconds, cannot compare it. And he has 19% hindered as opposed to 12. Having 15 is a good middle ground.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Bro can we like stop saying this rework was a sucess? Like theres so much wrong with it, play him yourself cuz it seems like you have not.

  • Emeal
    Emeal Member Posts: 5,381

    I played him like 8 times by now, I see the problems, but I also see the good things. I wont be a doomer, nor have I called this Rework an outright success so far. You can refer to the other threads I made about Freddy already.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    well I appreciate your input. Lovely, and I want to take back what I said but a lot of people are very biased about this without seeing the issues. I assure you I'm a fairly decent killer with 5.2k hours inthe game and I do well in most my games, but this power does not help you in chase almost at all, even the old snares were better because they could be placed and trigger automatically.

  • Emeal
    Emeal Member Posts: 5,381

    I got 5.8K hours myself, I see a bunch of potential in the 5sec cooldown skillshot hindered power. Sure its not the strongest and I personally doubt the usefulness of the new bleeding pallets, but its solid.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Well then we're on the same page about it all, now if they fix the bugs like killer instinct not showing up or being bugged to one generator teleport with 0 cd like i've had almost every game now where I cannot teleport to anything else but one gen, he will feel better. And if its harder to get out of dream than it is right now, we golden imo. Fix the p allets too and i have nothing to complain about. The pallets being the main problem area atm seeing as they can be seen from miles away.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    Btw guys, the current live version of freddy snares are -15% hindered, so idk why they nerfed that to begin with.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 77
  • TwinsMain2004
    TwinsMain2004 Member Posts: 77

    they played it waay to safe

    freddy need major buffs

    not some decent ones paired with 675678654 counterplay options

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    For sure, the dream pallets are objectively worse than the old ones due to the lack of deception they have, and rapture needs a look into because it feels very unsatisfying to use it.

  • Yoshirama
    Yoshirama Member Posts: 406

    A killer shouldn't be buffed without any downsides

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    wdym? If a killer is weak, he needs a buff. If a killer is strong he needs a nerf, and if a killer is as weak as what freddy was, he cant be nerfed again unless the power he obtains has unfair BS implyed to it.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,246

    15% for 3 second is 0.6*3 second = 1.8 distanced of gained distance. 0.48*4 second = 1.92 meter gained. if you use his best add-on, jump rope. it becomes 0.48*5 = 2.4 distanced gained. his snares are buffed. when i used to play original unnerfed freddy 2.0, his snares were never loop stopping tool. it's more of a tool to use for create 50/50 mindgames. if you hit snare at correct point in the loop, you can create 50/50's with his snares.

    I think his snare power is fine as is.

    if your trying buff freddy's chase, buff his fake pallets. they're garbage.

  • jokere98
    jokere98 Member Posts: 630
    edited January 8

    the difference is that 3 seconds of old snares started only the moment survivor left the radius of it, so, it would be close to 4 seconds, and it can be reapplied, if you force survivor to step on it again

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36
    edited January 8

    Yes if you're in a deadzone sure, but you're missing the point. With snares being stronger in short loops you were almost 100% guaranteed to hit a survivor with the old 15% in short loops, the duration doesnt matter if you're in a safe area. You're not accounting for the loops and situation based thinking. You just applied math in a generic way just like the old developers who said: "Kills = skills" like its not true for every situation. You have to think a bit before you do math, math is a tool but you cant forget to use your brain too xD

    I think its fine if we buff pallets as well, then you can leave it like this, no problem.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    also the fact that you only used it in loops that were shorter than that distance gain, also the mere fact of you being slower means that you wont get around as many times in those loops meaning you catch up before they reach pallet. With his new snare you rarely catch up to them before they reach the pallet. Which wouldnt be an issue if fake pallets were an actual good power but it is not currently.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,246
    edited January 9

    you can win short loops with this version of freddy. you don't even need his power at short loops because short loops by definition allow you to mindgame the survivor into making a mistake to get a hit.

    I made diagram explaining my first post. He's still weaker than before at base-kit because you need to use Jump rope add-on (1 second hindered on snares) to get his old anti-loop back. Previously, His snares were good with 0 add-on's. If you want buff his snares, make Jump rope base-kit and rework add-on to give 3% extra hindered like Clown's flask of bleach add-on which would make him slightly better then pre-nerfed freddy.

    his main advantage of shooting snares as projectiles is that he can break a pallet, very quickly in fact with Fire-up+Brutal strength than fire a snare as survivor transitions into a loop. So for example, you can shoot a snare, break pallet, shoot another snare and they're slow for nearly entire time. you can also use SBTFL+Rapid and do that for hits. Like snare→M1→Snare. that's the advantage of this freddy. He rewards for playing 4 chase perks.

    I think it personally invites freddy to get gen-rushed because he has no -action speed as gen defence as his old version did. He is missing 4vs1 game-delay elements which some people have remarked that it is within his healing teleport & slugging which has a problem with people automatically waking up for downs. it is crippling his 4vs1/game delay in the game.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36
    edited January 9

    When I say short loops, im not talking about unsafe ones like the fillers on ormond with the skiing gear and the bench exclusively. Im saying that the old 15% snears which you placed around specific areas of the loop could be used on dropped pallets as well as undropped ones in most loops with a pallet, main buildings are harder and I think the new snears are better against main buildings. But you could almost shut down most of the loops elsewhere with the old one, but with the new one first of all its a ranged skillshot that is harder to time perfectly if your goal is to go around the loop and try to reach them before they reach the pallet. And the slow is less. I will say however, that the jumprope addon is super busted atm.

    His snares have a 5 second cooldown and with that addon the hinder duration becomes 5 seconds which means you have infinite hindered on an ability that is fairly easy to hit. However, if they make it to a loop or a window, he is significantly harder to play if the survivor is decent at looping. I have played 10+ games with him already. I am getting really good with his snears so to me it starting to not matter as much, so to me its fine if snears are weaker as long as the pallets are buffed.

    Also your proposed buffs to the snears are a bit too strong. Im only saying that he gets his old snear duration and amount back with the skillshot. That should be balanced enough if the hinder lasts 3 seconds but you have 15%. This way you can use it well when it matters. It gives the killer more of a strategic use on his power.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,246
    edited January 9

    it that is harder to time perfectly if your goal is to go around the loop and try to reach them before they reach the pallet. And the slow is less.

    one of their goals in the rework was to make freddy have higher skill-floor. if your feeling killer being harder than they accomplished the goal.

    I will say however, that the jumprope addon is super busted atm.

    Personally, i think jump rope should be base-kit, pre-nerf freddy did not need add-on's for his snares to be solid chase. this one does. given that he could place multiple snares around loop with no movement speed penalty, it's original iteration is superior for anti-loop. when you use jump rope, it becomes == to this one making it add-on dependant but it is still better than live version. he has add-on tax in his base-kit.

    The main advantage of this one is that you can throw it and cut-people off between pallet breaks and health-state hits. it has some ok synergy with chase perks. at the same time, i think very good killers don't need chase perks to get quick downs so it's very middle of the road. perk tax for being weak.

    Post edited by Devil_hit11 on
  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    However, I have found recently that using rapid brutality makes the new snare just better overall in every situation where you had an m1 prioviously. Its one of the best if not the best rapid brutality user in the game with this snear being a ranged slow.

    Jump rope being basekit would mean that they have to increase the cooldown of his snear for sure. I dont think that is a good change becaues with jumprope you have the ability to keep a survivor hindered in-definietly if you hit the power every time its off cd which is a problem-area for sure. Keep in mind that it also does prevent fastvaults which does mess with even the best of survivors who have efficient pathing. I think the cooldown should be 6-7 seconds max tho, and maybe have a little more animation to let survivors have a chance to counterplay it.

    With those changes to the snear I think now you have more room to balance the pallets properly by increasing the detonation range to 4 meters or maybe even 5 basekit while also making them impossible to tell if they are fake or not. If its too strong then I'm fine with the range as long as the pallets go back to being undetectable.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,246

    no thanks. i don't agree with any snare nerfs. in my initial post, i said the power is fine its current iteration. my posts with you suggest what kind of buffs could be received to further upgrade snares if necessary. i do not believe that his snares need overall boost in power-level but having no add-on variety to make snares worthwhile is not exactly fun.

    his pallets on other hand are abysmal with add-on's and their base kit is even worse. they said that these were improving killer him for more skilled survivors but when you look at these fake pallets, do you think these fake pallets are designed for good players? I do not think so.

  • Hex_Itemtheft
    Hex_Itemtheft Member Posts: 36

    trust me, go ahead and try rapid brutality with his snares, you will change your mind. Every freddy is gonna abuse this, and im sad to see that they might just nerf him to the ground due to complaints…