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The Buff Dream Snares Need

BlueFang
BlueFang Member Posts: 1,379
edited July 2019 in Feedback and Suggestions

So as many have noticed Freddy's Dream Snares are a little weak it can take as many as two to match a single clown bottle making them very weak in long loops or walls but good at short loops


Now one buff that could be done is to make them affect awake survivors. However this would circumvent Freddy's "Wake Up" mechanic and make waking up only affect his teleport progression


So my idea for a buff is if Awake survivors walk across a Dream Snare the Snares should cut 10 seconds off their microsleep timer. So if they had 50 seconds left they would now only have 40 seconds left before they fall asleep.


I believe this would make Dream Snares much more effective and synergize well with Freddy's teleport power as the faster survivors go to sleep the quicker Freddy can use the teleport. Plus they are called Dream Snares after all and this would make snares a bit scarier and force survivors to have to be weary of places where Freddy has been to avoid the timer reduction, this would combo well as when survivors are asleep snares are bright red, large, and easy to spot. Overall this change would have Freddy be more active in causing survivors to fall asleep like he does in the movies and makes the Snares feel much more fitting to his character


What do you all think?

Comments

  • TheWorldconsumer
    TheWorldconsumer Member Posts: 82
    edited July 2019

    Although the idea of shortening the dream transition is nice, the problem with this idea is that awake survs cannot see dream snares.

    As they only are visible in the dream world, your idea would create an not really unfair but nearly unavoidable mechanic.

    You would have to make the snares visible in the real world too to make up for it- robbing them of the neat surprise they can cause if the surv falls asleep directly on one.


    A change I would really love however would be an addon that would cause the snares to actually hold the surv in place for a short time- it consists of bloody hands grabing for the surv after all. But this would be too strong I fear.

  • RoKrueger
    RoKrueger Member Posts: 1,371

    @TheWorldconsumer

    "snares to actually hold the surv in place for a short time"

    That is a great idea! It would not be too powerful if it would only work once every 3 snares or with a cooldown.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    Just increase the slow to 17-20% and reduce his tokens by 3. That'll make them plenty useful as intended, without being OP.

  • Crazewtboy
    Crazewtboy Member Posts: 1,259

    Agreed. The slow does feel a bit underwhelming. The pallets are so much more appealing.

  • BlueFang
    BlueFang Member Posts: 1,379

    I thought of a new idea, it might be a little too powerful but let me know what you all think.

    So what I thought of is that the snares can be made to directly counter balanced landing, lithe, and sprint burst. If a survivor were to run into a snare while sprinting with either perk it will cut their sprint speed in half

    Naturally Dead Hard would be unaffected due to it's nature as a dodge. I think this would be a fair change as snares are very obvious and it would be the survivor's mistake to run into them

  • Deoblo
    Deoblo Member Posts: 27

    See the thing with the snares is the timing and the count. They're best used as you're about to begin a loop. Bait the survivor one way, placing two traps the opposite direction and reverse your original direction. Only thing is, they have to be sleep though.


    *Side note*. Is it me, or is Freddy struggling against the red rank Swf squads? Guess we just gotta be happy that he is better than before 🤷‍♂️

  • Milo
    Milo Member Posts: 7,383

    I actually like snares more than pallets. Pallets have more of that fun factor tho (and yes im repeating an answer from diffrent post)

  • AshleyWB
    AshleyWB Member Posts: 4,061

    I would prefer if they just reveal the survivors aura for 10 seconds everytime one is triggered.

    Personal terror radius and stain creeps up on them gradually like madness T3.

    Instant down when screaming.

    Allows Freddy dream projection teleport to triggered trap outside terror radius.

    Something creative and not all about slow downs because it's been done before with clown and it's a pretty useless and tacky power to utilize.

  • Aikanaro
    Aikanaro Member Posts: 310

    In the right hands Freddy is pretty OP, so no.

  • SunderMun
    SunderMun Member Posts: 2,789

    Honestly, against survivors that pay attention, the snares do their job incredibly well. No change needed to them at all, imo.


    But lol at the person saying he's op; he's not - he's just a solid killer that most haven't gotten the hang of playing against yet.

  • PolarBear
    PolarBear Member Posts: 1,899

    Snares are already good, they stop fast vaults and cut loops and shack short.

  • Aikanaro
    Aikanaro Member Posts: 310

    He is OP, fake pallets or snares, transporting to gens, very fast attack you can throw him a pallet while he is on your side, jump to the other to avoid him and Fred is so fast he can hit you again.

    The whole sleep situation, making you slow to do gens, a free thanatophobia.

    Most killers have 2 things going on, Freddy has at least 4.

  • SunderMun
    SunderMun Member Posts: 2,789

    He only slows progress with add-ons. And it's nowhere near as much as it used to be.


    If that's an issue, you can get out of the dream world in multiple ways.


    He can't attack any faster than other killers; this makes no sense.

    He has teleportation and one kind of traps in any given game. That's not 'at least 4.'

  • Aikanaro
    Aikanaro Member Posts: 310

    Addons or not, everybody uses pallets or snares so you have 1 there.

    Sleep situation every minute, is not like it used to be, so you have 2.

    He attacks very fast, his slash is extremely fast, a couple hours ago I pulled a pallet down and he ended up getting hit on my side, so to avoid him I jumped the palled and he hits me again, also he advances a lot during the slash, check out good players like Tru3 and High rank survs cant even loop him, at the same time Tru3 played like a noob vs him, thats 3.

    Transportation, 4... and I dont care the ¨5 seconds is a lot¨ sometimes late in the game you dont have pallets or you are in an open zone and there is not much to do.

    Now he can hit you in the awake state, 5.

  • mutabletiger4
    mutabletiger4 Member Posts: 185
    1. The slowdown isn't as bad as it was before
    2. There's not a big downside to being asleep, and if you want to be awake you have to waste time. It's possible to escape never waking up though.
    3. Enduring cuts pallet stuns by half. That's most likely what happened.
    4. 5 seconds is a lot of time, react fast, gain some distance and know where pallets and things are.
    5. Yes, he can hit you in the awake state. Why shouldn't he be able to if he can't put you to sleep with his power anymore?
  • se05239
    se05239 Member Posts: 3,919

    He's already a better Clown at this point, I don't see why the snares need a buff.

  • SunderMun
    SunderMun Member Posts: 2,789
    edited August 2019

    5 seconds isn't a lot no, but it's enough time to run to a safe spot to begin the chase, or immerse yourself away with urban evasion if you're that type of player.


    His attack is no different to any other killer. The only way he attacks faster is with STBFL which is a perk that any killer can use.


    Being asleep does nothing without add-ons. It actuallyt helps you to be asleep in some ways since he no longer has the phasing like the spirit has. (Oh, ok, technically 3)


    Of course he can hit you in the awake state; you can SEE him in the awake state (although it's not actually an awake state - it's a micro sleep state. That is, you are half asleep at all times during the game and after a minute, you give in and fully fall asleep.


    Tru3 is not a good example in this scenario as every game he plays involves him whining about something consistently. And good survivors are definitely able to loop them; they can see his red stain and that is all a good survivor really needs to see in order to loop fgs.

    And getting hit through pallets happens vs all killers. Also the killer you're talking about is clearly using enduring in that scenario, which means that they may have gotten stunned but the stun ends fast enough to get a grab or another hit if the survivor is on the same side of the pallet. Honestly, that he ended up on the same side of a pallet to you after you stunned him was a result of a bug, not of Freddy; same goes for him recovering from the stun fast enough to hit you again - that wasn't the killer's fault, but the perk's.


    (I know I answered these in a random order, but tried to make it as obvious as possible what I was responding to in each part)

  • Raven014
    Raven014 Member Posts: 4,188

    Freddy isn't very strong, but he is decent. Dream pallets tend to confuse newer players, while snares catch better players. Newer survivors will usually try to use dream pallets when they need it, so it'll slow them down for freddy to catch them. Good survivors will destroy dream pallets on sight, so snares are useful.

  • Raven014
    Raven014 Member Posts: 4,188

    Clown's slowdown is more effective, but I do find him weaker compared to him. Maybe I'm just not good as him, but I think Clown just isn't great at finding or patrolling gens. Freddy is.

    But... his snares do leave something to be desired. They're not great as slowdowns, but they are good at countering vaults.

  • Atrushan88
    Atrushan88 Member Posts: 2,092
    edited August 2019

    @Sunderman

    I think a lot of people forget that his lullaby is not a terror radius. It's non directional meaning you have to ACTUALLY BE LOOKING AT HIM DURING THE ENTIRE CHASE to know where he's going vs you. It's incredibly frustrating, especially with high walls where you can't see him on the other side of. With Huntress this isn't as big a deal because she generally is ranged and is kind of bulky. On the other hand Freddy is very thin and difficult to see, and is close ranged and much faster. I've had people run into my arms as Freddy, and I myself have run into the arms of Freddy because I didn't know which way he was going, he cuts off loops extremely well, and he may NOT be OP(it may just be that the survivors I'm playing with just suck worse than I do), but he has AT LEAST 4 good things going for him. In a chase, you're eventually going to be put to sleep. You're constantly being put to sleep to the point that there's almost no point even waking up against it, because the clock is on the other side of the map and your friends can only wake you up if they're awake, in which, you all fall asleep at the exact same time, meaning one of you has to waste a ton of time in order to wake everyone up, OR all of you have to waste a ton of time to wake up. You could fail a skillcheck, but then you may be playing right into Freddy's hands because there's an addon that actually makes waking up from failed skillchecks impossible. In addition, failing a skillcheck basically just tells Freddy where to teleport to.


    As for your arguments: You can wake up in multiple ways, but you also can be put to sleep in multiple ways, and one way is consistent. I have no say about his attack speed, but his lunge range is extremely long/wide, and to counter your "not 4" argument:

    1. Dream Snares/pallets
    2. Passive sleep system
    3. Attacks put you to sleep
    4. Non directional lullaby(this is probably his most powerful trait imo)
    5. Gen teleport
    6. Addons that make it where you cannot wake up by failed skill checks, forcing you to travel all the way across the map, wasting precious time if you want to wake up, unless another survivor is awake(This AT LEAST half counts imo because it removes part of the counterplay to his power).


  • BlueFang
    BlueFang Member Posts: 1,379
    edited August 2019

    Since making this thread and learning to use them, I've changed my mind and at the moment I don't feel as if the Snares need any buffs. They fill their role nicely, they can shut down big loops like the buses in Wrath maps, act as aura tracking, and bunch of other stuff


    The only thing I feel should be changed is the add-ons of which the only really useful one is the Unicorn block which afflicts aura blindness (Effectively being a better Third Seal). The others would only really be good if you were running Blood-Hound, I'd like to see snare add-ons become a bit more varied and interesting