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Thoughts on the Freddy stream?
Personally I'm kinda underwhelmed. Too many timers and cooldowns ect for him to be good.
What do you guys think?
Comments
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It's 4th of July here in the U.S., so I missed the stream. Anyone have cliff notes on Freddy?
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Sounds weak as hell on paper
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You can watch it on YouTube.
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Interested. Have to see how he'll plays. The lack of stall is going to hurt him but now he has a chase tool that'll definitely help him out more than what we currently have.
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My thoughts are why doesn't wake up wake you up? but seriously he sounds really weak right now he sounds like a worse hill billy but instead of an insta down has traps.
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Snares seem really good since they can be placed instantly at loops.
Only the teleport is on a cooldown and it seems fast.
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Freddy Meta will be like: stay asleep- gen rush, if you get in a chase drop pallet and run to the next (if you get hit by a trap take hit and sprint to another pallet), while everyone else does gens... but will see
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Since waking up is so easy he will be trash unfortunately
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Just finished watching the live stream. New Freddy seems add-on dependent AF, no detriments to actions for just staying asleep (Plague says "Hi!") besides weak "snares" (Clown also says "Hi!) with time limits, Dream Pallets take add-ons, Dream Projection to gens can't be cancelled and still have Freddy's copy appear to mind game like originally stated, Dream Projection can't be done on completed or blocked gens destroying his end game potential... I'm sure there's more, but I just kept putting my head down and shaking it.
Yeah, nevermind... hard pass. Can we have old Freddy as a playable option? At least those of us who learned to mind game well with him would have something then.
No use in waking up now. Plague sickness v2.0. Not in the least excited anymore.
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@kilmeran
He can teleport to gens before they are repaired. It's a 5 second channel and it has a 45 second cooldown.
This cooldown is reduced by 15% per asleep survivor
Survivors fall asleep over 60 seconds and can wake up in 3 ways:
1 - Failing a skill check
2 - An awake survivor preforms a 4 second channel. Each time you wake someone up the channel doubles in length caping at 16 seconds
3 - You use a dream clock which will be on the opposite side of the map from where you fall asleep. This also gives you an extra 30 seconds of being awake
Freddy can also place snares which give a 15% hinder effect to asleep survivors who run over it. They also scream. He doesn't have a slowdown when placing them and they take 5 seconds to arm he can have up to 8 of them up at once.
Using an addon he can place fake pallets instead of snares which don't do anything when you throw them down so Freddy can ignore them but the Survivor still does the throw down animation (and thus stops moving)
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Seem good and fun to play but at rank 1 noone will use him. As i said they can rework every killer and create 92920303020 killers, everyone will keep play nurse
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The new Freddy looked pretty interesting to me. Of course, we need to test it ourselves to know for sure.
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There's more but that's the tldr version
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@NuclearBurrito Thanks for the notes. I'm skimming the YouTube video right now (skipping through the useless Dev chatter with each other) and so far . . . he seems reworked but just as weak.
I'll try the PTB next week to see how it feels hands on, but on "paper," at least, I think he'll still be low-tier.
But like I said, I need some hands on to really make an opinion.
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I mean he's stronger than before. But he's like low mid tier at best, which is still #########.
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I'm thinking he's going to be ether slightly stronger or slightly weaker than doctor.
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If everyone was asleep all the time, it would best case be about as powerful as if they just gave the Clown a generator teleport.
Without add-ons, it doesn't seem like there is a reason to care about waking up instead of gen-rushing. The entire mechanic is designed to waste survivor's time, but the default downsides aren't bad enough to warrant spending a sixth of the match waking up.
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A poor man's Hag/Clown/Doctor..... Meh?
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Being blunt: This feels like a lateral move that makes him easier to play and more fun for survivors. It does not seem like he is going to be viable because of the rework.
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-Snare Traps are base kit; he can use one of several add-ons to replace the Snare Traps with fake pallets. Both can only be interacted with by asleep Survivors
-Survivors fall asleep after 60 seconds; they can wake up by either failing a Skill Check, having an awake Survivor wake them up (each time a Survivor uses this method, it will take longer to work, up to 16 seconds), or by finding a drawer your are linked to and stopping the ringing clock (doing this will give the Survivor a 30-second grace period before the micro sleep clock starts counting down again)
-Freddy can have up to 8 Snare Traps at once, placing more after that will override the oldest-paced one (similar to Hag traps); stepping on a Trap will slow the Survivor down by 15% for 3 seconds after leaving the Trap and will prevent them from fast vaulting. It takes a second for the plaaced Snare to prime, but Freddy can place them immediately without having to stop to do it like the Trapper or the Hag.
-If using Dream Pallets, he can place up to 10 I think? They appear as regular pallets to asleep Survivors, but do not stun Freddy at all if someone uses it. It will fool Windows of Opportunity if the Survivor is asleep, but currently a Survivor can still maybe detect it using Small Game
-As said previously, gen teleporting takes a few seconds to fire up and spew blood as a tell. Currently, the teleport is on a 45-second cooldown by default, but that cooldown speeds up by 15% for each fully asleep Survivor. Freddy can cancel the teleport midcharge, but it will still trigger the cooldown Freddy can teleport to a gen from any distance, but he cannot teleport to a fully repaired Gen or a gen blocked by the Entity.
-There are add-ons that give the Dream Pallet ability in place of Dream Snares, an add-on that will reveal Survivor auras if they use a Dream Pallet, and one at Very Rare that will make it so using the teleport will cause all Generators to spew blood at once instead of just the one he is teleporting to but at the expense of losing the ability to cancel the teleport.
I'm sure I missed stuff, but that is what I can remember.
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It seems too easy to wake up, tbh.
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By my calculations, it should take roughly ~23.49 seconds for your power to come off cooldown if all survivors are asleep. They said with stacked add-ons that could be reduced to 9 seconds.
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Potential RIP Clown.
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I believe they said snares take 1 second to arm but after they are triggered they are active for 5 seconds before disappearing. And your hindered status persists for 3 seconds after leaving the range of the snare.
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@Andreyu44 The wake up actions increase every time you wake up and caps at 16 seconds. Thats huge time waste.
Unless you're lucky with checks
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If another survivor wake you up
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Potentially relevant piece of information revealed by Peanits that the devs neglected to mention on-stream (though it was apparently shown coincidentally in the game footage): Survivors instantly fall asleep if hit by Freddy.
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While it's obvious to say we'll see how it goes on PTB my impressions are as follows based on the stream.
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The short opinions I have are
- Micro-sleep and sleep cycles are fine
- Visibility mechanics for Freddy are good
- Ways to wake up including Clock is fine assuming snares are good
- Pallet ability warranting an addon AND replacing snares is unnecessary. Seems weak on paper and I'm not convinced it will be strong against good players. Either just give it to Freddy base kit or when using an addon let Freddy keep both.
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Regarding teleport why does it start on a cooldown when the cooldown is 45 seconds? 45 seconds is such a long time considering survivors receive a warning for you channeling the ability and regardless on whether you commit or cancel it the ability goes on a cooldown. This is completely overkill and seems completely unnecessary for something survivors receive so many warnings on already.
Second issue I have with teleport is you cannot teleport to finished or blocked generators. Freddy pretty much loses half his power when the gates are powered or End Game Collapse starts. This could end up not making a difference in the grand scheme of things with everything else about Freddy so it's something I can overlook if everything else is good.
Feel free to correct any inaccuracies in my post.
tl;dr - Most stuff good / Teleport has too many unnecessary penalties.
Greatly looking forward to the PTB and hoping some of the bad things are really not as bad as I think they will be.
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"Bites twizzler"..... okay let's get into it... now first off we all dont know what all other addons he has so we dont know his full "offer".... "bites twizzler again"..... now we do know that he still has addons that will "hinder" the survivors while asleep which may make thanatophobia (as bad as it is) a decent perk for him-----> survivors while injured cant wake up meaning they have to heal before this action "sloppy butcher" could be quite decent here ......"bites twizzler again" ...... now these small points do have the question of whether the perks stack with the addons----> if they do he will certainly still be strong at slowing down the game..... we don't know what the percentages are for those addons.... the potential is certainly there for him.......... and hes ALOT more interesting, looks a ton more fun to play as and against.... I'm going to buy him... I've yet to buy him yes because in his current state hes rubbish-----> boring play and weak AF.... its not freddy...... but I wont buy him until its live....
Damn this is a good twizzler!
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So then it will be amazing?
Because every other pre release is "it's good on paper but its garbage in practice".
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The stream was a damn joke
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why ?
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Because a funny
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After rewatching fully and trying to understand everything, I doubt it, he's a hag that can't teleport to traps and gets weaker as the gens get done and lose his entire power if survivors decide to do so.
It's bad, really really bad.
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First impression, he looks very weak.
Way too easy to wake up and not much of a penalty for staying asleep in the first place. They should have kept the action penalty in his base kit. I don't want another addon dependent killer.
So just fail a couple skillchecks every now and then to make him a useless M1 killer? Sounds too easy. Failing a skillcheck to wake up every now and then isn't asking a lot, nor is it very penalizing. Not to mention to also have the snap, snap or find a bookcase options.
The traps look bad and highly predictable seeing as the survivors can see them and the slow isn't that intense. The pallets look decent, but once again, requiring an addon....
Seeing as the timer to fall asleep is quite slow and how easy it is to wake up, the teleport should be a shorter cooldown than it is and not go on cooldown if you cancel it before it completes its channel.
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When you hit them, they go to sleep immediately. This wasn't mentioned in the stream, but Peanits confirmed it.
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That is nice, but still not enough. That still means you have to get the hit in the first place and even then I don't think being asleep is really much of a downside in the first place. The traps look gimmicky.
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Yeah, when you hit them, as a m1 killer who are looped easily it's not always simple to get that first hit
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I actually think the Snares seem stronger than the Pallets. Being able to place Snares by windows to force a slow vault without having to slow down at all (even if they take a second to arm) would make jungle gyms more treacherous to navigate.
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And when i read legion on paper the first time they were introduced i thought they were overpowered and broken as hell. And yet here we are.
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