Q&A: The Nightmare Rework (Pre-PTB)
This past Thursday, we revealed new details and some gameplay of the upcoming Nightmare Rework. If you missed the livestream, you can watch the archived version here: https://www.twitch.tv/videos/448233426
We have seen a lot of question pop up since the stream and we wanted to take a second to answer a few of them. If there's something confusing you about the changes, or something you'd just like clarified, feel free to ask below!
The Nightmare Rework will be available on the Player Test Build next Tuesday, July 9th before going live on all platforms.
Note: Since the update is not out yet, we will refrain from answering balance questions. We would like to see what you think after you've had the chance to try him first!
Rules
- One question per person.
- Only questions about the Nightmare Rework, please.
- Non-question posts will be removed.
We're trying something new. Frequently asked questions and questions that have been previously answered will be posted below. This way we'll be able to get some of the simple answers out as soon as possible.
Comments
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Reserved for FAQs
Q: I understand that Freddy no longer gets aura reading of sleeping survivors outside of his terror radius, but does he get aura reading of sleeping survivors inside his terror radius?
Freddy will not be able to read the survivors' auras by default (i.e. without perks).
Q: Will the new Freddy be available in the mid-chapter patch?
Yes, he will.
Q: Is there any REAL threat to being in the dream world now?
There are several.
- Sleeping survivors hear the lullaby instead of the terror radius, making him difficult to track.
- Sleeping survivors are subject to Freddy's dream traps.
- The cooldown of Freddy's dream projection is reduced for each sleeping survivor.
- Add-ons will add action speed penalties for sleeping survivors.
Q: If Freddy has Spirit Fury ready and he gets stunned by a fake pallet, will it waste Spirit Fury?
Dream pallets do not stun the killer and cannot activate Spirit Fury as a result.
Q: What will happen to Freddys Time-Reduction Add-ons? His power is no longer focused on sleeping Survivors, rather it is automatic now it seems. And what of the others?
All of Freddy's add-ons are changing in some way to match his new power. You will keep the add-ons you currently have, but they will be converted automatically to their newly updated versions.
Q: When Freddy puts down dream pallets will survivors that are using the perk Windows of Opportunity have the dream pallets highlighted as well?
Windows of Opportunity will highlight dream pallets as well. They will not appear any differently than a normal pallet.
Q: Are any of Freddy's perks changing too?
Freddy's perks are not changing in this mid-chapter update, but we may revisit them in the future.
Q: Although the aura reading has been removed, will the blue/white highlight around around dreaming survivors remain?
The glowing effect that appears on survivors to indicator that they are asleep will remain.
Q: Where is the cooldown located for his teleport?
The power meter reflects the Dream Projection's cooldown. The traps themselves are reflected by the token counter displayed on the power (similar to the hag).
Q: What advantage could cancelling your power possibly have if the power goes on complete cooldown anyway and no "Freddy Husk" appears at the targeted gen?
A husk will appear at the generator regardless of if Freddy commits to the projection or not. Additionally, cancelling the projection puts it on a significantly reduced cooldown.
Q: Will Freddy have 115 movement speed?
Yes, Freddy will move at the full 4.6m/s (same as the Trapper).
Post edited by Peanits on14 -
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Cloud we switch between pallets or snares in lobby without an add on?
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The 9 july we will be able to try the rework of badham too? With the new pallets locations based on skills for both sides?
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Would y'all consider some of his slowed progression speed in his base kit seeing as it's extremely easy to wake up now?
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Since the snares are a better version of the Clown's gas, will he get a buff to compensate?
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Is it possible to make skill check wake up action be affected only generator skill checks and not all failed skill checks like healing etc ?
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Have you thought about allowing Nightmare to appear from other objects as well? (With the most likely candidate to be Lockers.)
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Have you thought about reducing the cooldown of his teleport to like 30-40 seconds?
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I've seen some conflicting information, so I wanted to get a concrete answer: I understand that Freddy no longer gets aura reading of sleeping survivors outside of his terror radius, but does he get aura reading of sleeping survivors inside his terror radius?
edit: Thank you @Peanits for the answer!
Post edited by theobear on0 -
Will the new Freddy be available in the mid-chapter patch?
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Is there any REAL threat to being in the dream world now?
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In the stream you mentioned not being able to wake each other up if someone is injured; does that mean Self Care can't wake you up now?
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If Freddy has Spirit Fury ready and he gets stunned by a fake pallet, will it waste Spirit Fury?
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Is it possible to remove skillchecks as a way for survivors to wake up? As his power is with this rework I don't see the need for skillchecks as well, they already have 2 much more efficient ways to wake up anyway
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Will being hooked still wake you up?
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Isnt the rework worse that the Freddy we have now ?
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Have you tested a version in which freddy husk and blood appear from the 3 closest generators that freddy is teleporting to as his base kit? Seems like it would give much more mind game potential, especially since freddy seems to get weaker as more gens are completed (less place to teleport to) and more survivors die (less 15% sleeping deduction for teleportation).
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Why give such a unique feature of doctor's power (the fake pallets) to freddy?
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What was the idea of not letting dead survivors count as sleeping survivors or not let him teleport to blocked or completed Gens? Woulkdn't this just end up just making him super weak as the game goes on?
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Given that the Nightmare is going to get buffed for every sleeping survivor in order to incentivize waking up, will the Plague ultimately receive a buff in some way for every sick survivor to incentivize cleansing?
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Who asked those questions. Like do these people even watched the stream?
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Question is at the bottom
Survivors have the following ways to Wake Up: 4 Options
- Dream Object (+30 Seconds)
- Failing Skill Checks (Regression and gives away your position)
- Awake Survivors (Need to find someone and it gets slower)
- Adrenaline (Complete your Objective)
Freddy has the following ways to Sleep survivors: 3 Options
- Attacks (Instant, but you can only affect one survivor at a time)
- Passive Ability (60/90 Seconds Base)
- Ultra Rare Add-ons (Expensive)
Do you plan on removing one of the survivors' ways of waking up? Preferably, I'd like to see their number 2 get removed.
Post edited by NMCKE on14 -
Are snares and fake pallets considered "traps", for the purpose of Small Game?
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Have you tested a version of this Freddy where you start with the set amount of traps and can use the Dream Snares OR Fake Pallets? AKA both?
To clarify my question with an example, start with 8 traps, can place 4 snares and 4 pallets. The earliest placed trap is removed beyond that.
It just feels like using an add-on slot to have Fake Pallets INSTEAD of Dream Snares feels like a waste of a slot.
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So, along with the Freddy rework comes the preschool changes, what will those look like?
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I suppose Freddy will lose his aura reading immunity, is that correct? For example, OoO, Rancor, Dark Sense, etc.
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Will terror raidus removing perks work with his lullaby. Tinkerer and Dark Devotion should work while survivors are asleep but I just wanted to bring it to your attention.
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Was curious why the teleport animation starts so early for survivors to warn them? By the time you teleport, there long gone. Only use I see is for gen regression and PGTW is gonna be OP now w Freddy. Lmao
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Do Self Care skillchecks still wake you up?
Because they shouldnt.
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What will happen to Freddys Time-Reduction Add-ons? His power is no longer focused on sleeping Survivors, rather it is automatic now it seems.
And what of the others? Such as power range add-ons and so forth. Will we get any sneak peaks of what new variations will come of them?
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Snares yes, but only when you are asleep, as they only affect you when you are asleep. Pallets, no. They purposely made it so that the blood pallets can not be distinguished from normal pallets, in any way. You have to rely on your memory to know which pallets are real, and which are not.
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What have you guys decided when it comes to the flashlight interacting with devil snares? In the livestream you guys said you haven't decided whether you can disarm devil snare with a flashlight. (Please don't)
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When Freddy puts down dream pallets will survivors that are using the perk windows of opportunity have the dream pallets highlighted as well?
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What if the generator is blocked on 2 sides and 2 people are working on it. Can Freddy still teleport to that generator?
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Can the new Freddy help me save money if I switch to GEICO?
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Are any of Freddy's perks changing too?
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What other notable add-ons have been changed? (Black Box for example.)
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You keep saying that there is a threat in being in the Dream World, but the same was said about Deep Wound or Vile Purge, and Survivors found it not to be threatening in both cases as soon as certain metas emerged.
What makes you believe that that won't happen here, like with Survivors just powering through gens thanks to no more default action speed penalty?
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Do you think that Freddy's main power will be useless in end-game since all the generators will be finished or blocked by the Entity ? Do not you think that its power should be usable on any generator once the doors are powered ?
Post edited by Avilgus on3 -
How was this version of Freddy tested, under what conditions, and with what skill level of player?
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why are there so many ways to wake up? whos idea was this i mean not 1 or 2 but 4? it feels like more and more killers powers are being put into the hands of the surviors .
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How many "clocks" will spawn?
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Why not make the dream/nightmare pallets as his base or make the snares like 30% slow? His projections also feels very weak due to it taking/warning for 5 seconds. Any reasoning behind those decisions?
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Why dont you make it so for each sleeping survivor all survivors get a 7% speed penalty? i'd be nice as it would encourage players to wake up
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Where is the cooldown located for his teleport? The preview showed a gauge for his traps/pallets. but I dind't see any indicator for when he could project.
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Will Freddy get aura readings through addons at least?
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What advantage could cancelling your power possibly have if the power goes on complete cooldown anyway and no "Freddy Husk" appears at the targeted gen?
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