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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Freddy is a problem now.

Emeal
Emeal Member Posts: 6,618

Been seeing Survivors being steamrolled all week til weekend, I think of 10 we get to escape against one.

The slow is now way more oppressive, even though it could be dodged, with the right addons most people cant. And if you hit with the Dream Snare, the game is up, you have to be at a pallet to survive and he can fire this every 7 seconds. Revert the Slowdown pls, Freddy is well able to explode pallets now making Dream Snare buff obsolete.

Random Survivors do not understand that Freddy can teleport to them, when they heal and they are dreaming. The little Dream effect is a good start, but they still don't get it. It needs to be way more clear from the effect that Freddy can see you and is able to act on you doing that.

Comments

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,962

    I don't really have an issue with him. Just use clocks whenever you can and make sure you don't heal asleep.

    Usually when we lose it's when he used 4 slowdown perks, but that would make most killers look strong…

  • Emeal
    Emeal Member Posts: 6,618
    edited February 2

    Sure every Killer needs time to settle in, but Freddys dropped like an anvil, through the floor and made a hole in it.
    According to our only other resource than BHVR his ability to 4K is close to 50% of all games and gets 0K about 10% of the games.

    Completely overperforming, and you are saying he will settle down back to 60% and have this 4K rate fall down to 35%???
    How will that happen???

    One, two, BHVR’s coming for you Freddy.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    Hmm - This is not my experience and I am an "Avg" survivor at best. I have gone against Freddy now at least 6 or 7 times. I have escaped nearly everytime along with at least 2 other teammates.

    I don't see his hindered being anymore of an issue than a Clown or a Skull Merchant. Probably not the best examples but you get my drift. People need more time to play against him, and from what I can see online most freddys are getting steam ROLLED.

    I had a freddy last night actually DC because we popped 4 gens and he only had 2 hooks.

  • OrangeBear
    OrangeBear Member Posts: 3,483
    edited February 2

    I already explained how it will happen.

    Even if he is overperforming months from now and genuinely needs tuning after people have learned his counterplay, that wouldn't make a nerf within the first two weeks justifiable.

    When it comes to healing teleport his counterplay is clear and very effective.

  • KaTo1337
    KaTo1337 Member Posts: 612
    edited February 2

    The people just need a bit of time to learn the new Freddy. He is basically a completely new Killer since a few days.

    You have tons of ways to counter his powers (Waking up). No other killer has the same amount of counters to the killer powers.

    If you want to buff him, you should adjust the Alarm-Clocks, if you want to nerf him, you should adjust the alarm clocks.

  • SoGo
    SoGo Member Posts: 4,254

    Reason 12758 why this game should have a PROPER TUTORIAL.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited February 2

    Freddy and DBD as a whole has the same problem it's also had... Most players are casual, and casual players don't/can't think about macro gameplay.

    In the last set of stats, the top 10 killers for killrate thus:

    ca-642-dbd-0923-evergreen-deadliest-killers.png

    Notice a theme? All of these killers bar Spirit and Myers have side quests or effects that effectively force survivors to do side quests and have a good understanding of macro gameplay, i.e. management of gens, health states and where to loop the killer.

    I don't think he's too strong at all.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,500

    It's pretty easy to delete his power with all of the clocks everywhere.

  • KatsuhxP
    KatsuhxP Member Posts: 1,599

    Played him a lot since then:

    He's not bad but he's far from overperforming. Against people not dodging and never using clocks he's more or less oppressive, but at that point... who's NOT oppressive if you ignore the entire counterplay of this character?

    Teams that actually used what they get as counterplay and looped how you would against freddy and not every generic m1 killer, did escape pretty often because there's only so much you can do with his slowdown. The dreampalettes are completely to ignore because you can see them anyway, the rapture itself is just to weird to use and it costs time to set up for no reason xD

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,965

    "His slowdown is more oppressive".

    The Hinder is now 12% instead of 15%, has a 7 second cool down, requires aim, and can no longer be chained. I don't see how they are more oppressive at all. Don't get me wrong, they are better in a lot of situations but in other they are probably weaker. His snares are literally a weaker Clown bottle. And unlike Clown, his snares also don't linger, have a smaller hit box, and reduce his own movement speed when charging.

    His Pallets definitely don't make up for it. Any decent survivor can avoid them in most situations.

    Give it time. People are already realising that they shouldn't heal while asleep. I've played probably 10 games as Freddy today and I can count on one hand the amount of TPing to healing survivors I've gotten.

    Knee-jerk nerfing him because he's new and people are still learning him is the EXACT problem they did when they released him.

  • Rogue11
    Rogue11 Member Posts: 1,959
    image.png

    Feels balanced lmao. that includes at least 2 weeks of old data so he's probably above 70% post rework. two anti-loop powers, neither of which require any pre-setup, old skull merchant-level hindered, on demand teleport, and passive slowdown/side quests. checks all the boxes for the broken state of killers.

  • Zuiphrode
    Zuiphrode Member Posts: 515

    The real problem, OP, is that you hate having to adapt to new things. We had the same sorts of whines here over Nemesis being given a whole extra .5 meters reach on his tentacle.

  • Lixadonna
    Lixadonna Member Posts: 691

    Don't worry. When Survivors start figuring him out Killer Mains will start crying he's a trash Killer. There was already a post I commented on like this. It seems like the Playerbase and Devs think the onus should be on Survivor to have any skill in the game. 🤡🤡🤡

  • KaTo1337
    KaTo1337 Member Posts: 612

    Just use the ALARM CLOCKS.

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  • Green_Sliche
    Green_Sliche Member Posts: 820

    He is a B tier killer. Another glorified pubstomper.

    If anyone says he is too strong then it's clearly lack of experience playing against him or as him. He is a mediocre M1 killer who can be decent at slugging snowball play but lacks in every other department. He is also map dependent because his fake pallets may not always be placed in good spots from start and his snare barely does anything and has a very long cooldown.

  • Emeal
    Emeal Member Posts: 6,618

    It would be completely justifiable, bHVR has done this like 38 times they know a problem when they see it.
    They have access to killrates at any region and across mmr, if there is a problem they will sniff it out. They also are easily able to figure out at which rates complicated Killers are learned and can predict where they will end up.

    So far this weekend its been Freddy 4Ks until MMR buckles under and we get to play against someone who just bought the game once and then its back to Freddy. Absolute yikes.