http://dbd.game/killswitch
Over a week new Freddy - strong, too strong, weak, too weak?
Hello friends, this… (you know whats coming next)
How are we feel about my boy, Freddy, after 1 week expererience on both sides?
For me, here is a conclusion:
1. Killer-Perspective:
- he is way more interactive than before. You always have stuff to do, placing Dream Pallets, fake a teleport, chase, hook, break things - just overall a far better experience
- he is stronger than before for sure. While Dream Snares are weaker than before, but in another way very interesting and - once again - more interactive, the Dream Pallets work entirely different. I had 20 games a row where not a single survivor tried to stun me, because everyone was afraid about the Rupture. Dream Pallets are basically a M2-Hit-Ability now and together with Unicorn-Block a deadly combination.
- His new visual to know from which direction of the generator we will ascend is absolute beautiful. You save a lot of time for your "Where am I-Game". You know what I mean.
- His addons are beautiful. There is - in my opinion - not a single Addon completely useless (okay, Blue Dress for sure) or overpowered.
2. Survivor-Perspective:
- he feels oppressive if the Freddy I am facing knows what he is doing (kinda like Singularity). I like this challenge. If you know how to counter Freddy however, he is not as threathening as a Blight for example.
- The permanent option to use Alarm Clocks is the best counter ever - you really should use them anytime when you fall asleep, because the new Dream World-Abilities are making Freddys Dream World really dangerous.
- I think Freddy could (!) receive a slight nerf for the Dream Snare-Ability directly in front of a hit. Using a Snare - hit the survivor - Hindered-Effect is still active and with Rapid Brutality, Freddy is there in no time. For me, even as Freddy-Main, I would understand if the Hindered-Penalty would disappear after a hit.
- His Snare-Game (like with Huntress-Hatchets) is really fun.
Overall, I think - after a week of mostly playing AS Freddy - he has entered A-Tier for me. Beautiful!
Comments
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Too much button smashing or controls cluster imo.
As for versing him, he feels okay. Not oppressive or weak.
1 -
Very weak against survivors who know how to loop a M1 killer with a budget version of Clown's power.
9 -
He's fun to play now and that's all that really matters but the dream pallets are not good enough for me to even want to use them. I would rather see them removed or moved to an add-on like they were originally. Let me clarify that the dream pallets are good however it's more annoying to switch to them and properly/efficently use them as opposed to not using them at all. I personally do not want to have to micro manage my power in every chase. Same reason I don't like the lich or the knight as much. Its just so unnecessary, not to mention the overlap it creates and the increased chance for misclicks, accidental teleports, etc.
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i think the devs did a good job with him and I'll leave it at that
9 -
I think he's a fun relatively easy killer with amazing perk synergy. Counterplay on survivor side is effective, fun and engaging.
I think he will have a high kill rate due to how consistent he is, although his highest potential doesn't warrant nerfs in my opinion. There needs to be killers like freddy that are easy but decently strong.8 -
I don’t use Freddy but I have played against his newest version. Every single game I’ve played against him has been so much fun. It feels engaging trying to keep yourself and others awake.
So far he’s been exciting to go against 😊
5 -
Budget clown
4 -
really? he put me to sleep as survivor. it is like pre-drop pallets at most loops and rush gens.
playing as him, i don't feel powerful. I feel like m1 killer vs experienced players with no ability.
4 -
His pallets need to be reworked. I say they make it so for a limited time, you can make a pallet a dream pallet, with a window to rupture blood from it and injure Survivors. Token based, obviously fake pallets do absolutely nothing
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Sleep immunity needs to be reduced and his switch between snare and pallet better
4 -
He's very mid power level-wise but I think he's extremely boring to go against. Either he finds you while you're immune and he's a joke or he finds you while you're asleep and it's just another boring speed differential killer.
2 -
In my opinion, it is way too easy for survivors to stay awake most of the time and counter him right now, which makes him weak.
If they nerfed the clocks (reducing the amount on the map and more cooldown between uses) and if not completely reversed, there was at least some kind of penalty for destroying the Dream Pallets that you can see even when you are awake (make Paint Thinner base kit, at minimum) he would be probably fine.
3 -
His macro play is strong.
Mangled effects are quite good on him cause he makes timing heals awkward at certain points.
His strength depeletes if you have 4 strong survivors, but any weak links in the team allow him to build pressure quite easily.
Pallets give him the tools he needs to zone and get hits even against good loopers, but he's not oppressive in this regard.
He sits at a respectable spot in the roster now. Fun to play, not oppressive, not weak, and an opponent you at least have to be wary of tricky perks and playstyles. All in all a success to my mind.
2 -
I think he's strong and consistent for how easy he is. Pre-dropping isn't going to shut him down, you can snare before breaking a pallet and snaring will reduce the likelihood of reaching a pallet. There's no movement speed penalty for using it, it goes through walls, has a 18m range, blocks fast vaulting windows, on a 7 second cooldown.
He also has imo the best teleport in the game, it really helps with large maps. You can also use in chase too and he also has dream pallets which whilst they are map dependant they will at the very least make dead zones more deadly.
As far as m1 killers go i think he is one of the best, the only one i can think of that is better would be Spirit, although i would prefer to play freddy on big maps due to his teleport.0 -
He's more interesting than his previous incarnations, but I still want the original kit.
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what is consistent about him? the fact that everyone can spam alarm clocks requiring you to use 2 dream snares to put them to sleep before your ability works? with cooldown nerf to snares, that is total of 14 seconds at min.
He also has imo the best teleport in the game, it really helps with large maps. You can also use in chase too and he also has dream pallets which whilst they are map dependant they will at the very least make dead zones more deadly.
His teleport can be pre-shift w''d. the honest best case use of his teleport was to run dead man switch and cancel teleports onto generator to block them. Now you suffer the full cooldown. The new functionality of teleportation on healing survivor doesn't work vs experienced teams that spam clocks.
i rather play wraith over freddy. playing freddy vs swf feels like your getting bullied the entire game.
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If this is the best they can do, we're in trouble.
Freddy gets slowdown for teleporting/faking teleport, and it gives the full cooldown if you do fake it. Because skillfully multitasking/mindgaming people should be punished, right?
The teleporting to healing survivors rarely happens when you need it to, and when you do it's just like Pinhead's teleport, or Freddy's teleport in general, where you're giving up pressure on 1 survivor to potentially pressure 1-2, and they always have an early lead on you.
His pallets are seeable and droppable by awake survivors, literally not making any sense, which makes an already weak power weaker. The pallet explosion starts too late and ends too early, and survivors are better off just taking the M1. And the pallet count is extremely limited, which the survivors doesn't need just for it to be balanced. What'd you think would happen if Freddy had like 20? That alone would make him OP?
Awake survivors aren't affected by dream abilities, and sleep immune survivors can't even be put to sleep with snares. And they're sleep immune all the time because of the snapping out and the dream clock change. So you'd better pay perfect attention to the UI so you don't accidentally chase/use abilities on an immune survivor.
Snares are the most overrated thing he has. They're almost worse than old snares, because at least you could place them at a loop, and a survivors would have to run through or around them and get slowed. Now that you have to aim it, the survivors can react and dodge the slowdown completely. They're like worse Artist crows that don't even injure. You can change the size/speed of them, I believe, with add-ons, but now you've got an add-on dependent killer.
And yet, people want this killer nerfed. "He feels oppressive." Really? An M1, A tier? Are you going to ask that Clown or Doctor be nerfed as well, because their abilities in effect do the same thing (stopping survivors from getting to the pallet/window before taking a hit)? Or is it just a prejudice against buffed killers who were formerly trash? Because I saw this same nonsense play out with Vecna, Chucky, Dracula, Blight's Adrenaline Vial, Wraith, Twins (old), Skull Merchant, Singularity, etc. Seriously, let killers be just a little bit strong, so they stand a chance against good survivors, and the rest will adapt in time.
2 -
He is fun. But that always translates to survivors' fun, not the killer's fun, because he's still having to sweat to get anything. You have to hit someone with 2 snares to put them asleep from full, so that you can actually use your abilities, and his pallets are near useless. What's consistent or strong about that?
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But does that make him strong?
Y'all get too caught up in how a killer makes you feel, or how exciting he is to go against, when every killer is existence is gonna get less exciting the more you get used to him. "Boring" has lost all meaning in this game.
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Yeah, super duper bullyable, like Wraith. He just doesn't have much. Even though I'll argue that there's nothing wrong with him having SOME control in chase, or with his power being "spammable" in chase, it's because it cancels Bloodlust build-up AND still doesn't stop survivors from getting to the pallet/window most of the time.
I don't know how anyone can say he's got the best teleport in-game when Hag, Dredge, and Unknown have "instant" teleports, although they're still inadequate because of the slow/unresponsive ability to act out of tp. Freddy's is literally like Pinhead's tp, with the distance you're predetermined to have on him.
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Same. If you stay awake he's pretty much useless.
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....
I literally said he's mid as far as his power level goes. Where is the reading comprehension?
1 -
Every killer's macro play can* be strong. But you've got to be able to get the downs to make it work, and Freddy just doesn't have that. His strength depletes if you have 1 strong survivor, and that doesn't equate to 3 weak links. If it did, he'd be an ez 4k machine. I think he is weak, especially because of how they did the dream pallets. The survivors can pre-destroy them even while awake, so that's weaker than before, and the range and detonation time are just bad. I don't think he's a success at all. He's slightly better than before, and that's not saying anything considering he was like the literal worst killer in-game.
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No, i am saying he is fun to play. I'm a killer main. You might have to sweat but i can think of a lot of killers that are worse, harder to play or both of those things.
His consistency for me comes from his teleport mainly and his snares can go through walls. You wont start every chase with survivors having just woken up, it's not always like that. Even if you do have to put them to sleep since you can always get some pallets dropped or just go for someone else.2 -
I haven’t played as him but playing against him I really enjoy! There’s a lot of back and forth which is great, as both roles get a chance to rely on their skills. I’ve been beaten very badly by Freddy and also beaten him badly as well. I wouldn’t mind a few more slight buffs to him? Maybe with the alarm clocks, making them more spaced out. But he’s definitely stronger than he was before and he’s a lot more fun to face.
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I think Dream pallets are more designed to be a chase tool that you use to zone survivors rather than tricking them to throw one down. I feel like this makes sense because the placement locations made dream pallets pretty obvious before, and they were almost entirely useless against SWF. I do find it annoying how survivors can throw them down at the start of the trial though, but you can at least punish them for this with Paint Thinner add-on.
Snares reduce sleep timer by 30s and pallets by 60s on survivors that are awake and not immune from clocks. im not sure if you know that. You also still put survivors asleep by hitting them with a basic attack.
I don't think that old snares were better. I played a bit of freddy before this rework and i think they were pretty bad mainly because of the lingering hindered duration, it was so low that they seemed inconsequential a lot of the time. They were also bad at blocking fast vaults because of the range survivors can trigger that action. It's trap nature wasn't very helpful either, as you could do nothing about survivors they were just running away and you also had no way to make survivors fall asleep faster. Survivors that fell asleep could also just step into them to disarm them, and they took longer to place as well. New snares have a much longer hinder and are good at blocking fast vaults because it's a projectile.
I also don't understand the nerfs to Dream Projection much but i do think the buffs heavily outweigh them. It's faster and the visible husk makes it much more usable, the killer instinct is good and the cooldown was reduced too. And being able to teleport to any gen opens up new options. I find it to be really good.
I definitely don't think Freddy should be nerfed, but i think he's become pretty decent as well. I think it still needs time to settle.2 -
New Freddy is better than before but only slightly - the teleporting and clocks are more QoL and the snares / pallet are sensible changes. He feels like how his original rework should have been but still feels like they're missing a bit of flair. Admittedly he's still about the same to play as or against but I think he's in a better spot.
I still want new chase music, dialogue and skins along with another realm rework but I doubt that is ever happening due to license.
Could be better but could have been worse so I am content.Overall though I am more happy with the rework and feel BHVR did what they needed to. I admit there's a couple things I'd like to see different but overall I think they did a pretty good job.
UI absolutely could use a rework though it's very cluttered.
1 -
Then why bother saying that he's boring? Maybe I'm crazy, but I don't consider any killer boring, mostly because I don't care if they are or not. Either I can do well against them or I can't. The "boring" tag, to me, just adds another layer of vague buzz words that make a killer's power level hard to assess when we're talking about them. I could say Nurse is boring, because I'm bad at running her. What's that mean? Only I know. I can explain it, but usually when people say that, they don't explain it, or give a really bad justification.
1 -
he needs some buffs to help deal with the higher level survivors he almost there but needs a bit more the buffs i would say is most needed
- Sleep immunity either fully removed or reduce to 10-15 seconds way to strong at the current moment 30 seconds of immunity leave hims a M1 killer majority of the time as his power does nothing to them.
- Only awake survivors can see dream pallets in the blood drip form asleep survivors see them as regular pallets. Also freddy doesnt get stun if drop on him
- the hinder affect of snares increase from 12 to 16% why are they weaker then clown bottles i have no idea?!
- increase the radius of the teleport killer instinct to 16m from 8
do those 4 changes and im confident in saying freddy will be at a comfortable to use across all levels of survivors at the current moment he cant be used at high levels which is a shame as we do need more killers to be usable at high levels
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