Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Freddie Snares has no Penalty during a chase!
The Clown has to refill his bottles
The Hag has to bend down and place a Trap
The Trapper has to bend down and place a Trap
Spirit has a cool down for phasing
Belly has a Cool down to chain saw
Bubba has a cool down to chain saw
Huntress has to refill hatchets
Doctor has to swap between Shock and Hit moods
Then comes our lovely Freddie, where he can place a hundred dream snares during a chase without slowing down, without having to refill, without having to aim "like clown" with absolutely no penalty!
So he can create illusions like Doctor or Slow you down with snares like clown, Teleport to any Gen worse than Nurse and he's got the biggest lunge attack than any other killer!
so instead of making survivors becoming oblivious, shouldnt you put a reason for him not to place a hundred snare during the chase other than to close down a loop!
Comments
-
Tell me what you think guys!
0 -
I don't find Freddy a problem to fight, but now that you mention it you have a point. For consistency I think Freddy should at the very least have a slight slowdown while putting the snares up.
14 -
i think the lunge attack is standart (?)
1 -
I feel that his lunge has a longer range and that was just for him when he had to put people to sleep in 7 seconds, so they gave him the free first hit
7 -
The snares take 2s to arm, you know where he's placed it (assuming you're being chased/looping), and you need to be asleep for them to work.
His lunge is also the exact same as every other killer, barring Myers T3.
22 -
All killers' base lunges are the same length. Freddy's looks longer simply because his model is smaller and his weapon is attached to his hand, so it doesn't reach out as far from his body.
26 -
The penalty is that the Snares only work if someone is asleep.
47 -
Every killer has the same lunge.
7 -
No, god damnit, not again. We are not nerfing Freddy again because of a garbage nitpick to his kit. The snares, as Raccoon said, take time to arm and asleep survivors are well aware of where they are, they're not OP and you have to make sure you can place them properly on top of all this. And unlike Clown's slowdown, survivors can avoid snares the entire game no matter how hard Freddy tries to get them to run over them. A well-aimed bottle from the worst clown player imaginable can still lead to slowing survivors down, whereas a well-placed trap from the best Fredster alive is still up to the survivors to run over, making the snare useless if avoided. Plus his lunge? He's a short little goblin, his range just looks longer than normal because of his height.
23 -
but you are asleep with the first hit, so basically at some stage during the chase you will have to deal with his unlimited uncontrolled snares! and if you are that good who will run him for an entire minute without being hit, then you are going to sleep anyway!
2 -
The penalty is that they don't work if you're awake.
8 -
Freddy is fine. No change needed.
9 -
snares cannot be avoided when they are infront of the killer shack window, and to avoid it is to die! you cannot avoid it when its right under a pallet! or in the way around the car/truck whatever you are looping or else he is catching up with you anyway.. all am saying is I think for balance freddie shouldnt be adding 10's of snares during a chase without slowing down at all!
3 -
Yeah, so the penalty is that it takes time for a Survivor to be able to be affected by them.
3 -
God forbid a killer be able to use their power without hobbling themselves.
21 -
Trapper should slow down to 50% if he steps in his own trap. /s
2 -
ROFL, They do make a point tho. Your point is kinda not that great, as it's super spammy for bloodlust reliant gamers around loops. This is why freddy had become so popular even in red ranks because it's strong A tier at least.
4 -
Pallets are better
2 -
No, please no. He doesn't need another nerf. He didn't need it last time and he doesn't need one now. Slowing a Killer down while using their power should only exist when it's absolutely needed.
8 -
So, the main issue w/ your "comparison" is that Freddy has a setup time, has to look where he wants it, and the snare has a very large visual component. Of all the above mentioned abilities, disregarding clown which is a stretch to start with, the Dream Snare is by and far the easiest to avoid and least deadly in and of itself. It won't injure you, immobilize you, or even harm you in any way by default. It's a tool to slow you, but without nursing by the killer, is otherwise harmless.
This topic is a QQ post, in my opinion.
3 -
I agree, but pallets wouldnt make difference to place during a chase cause you will know its fake, and you will not place a 100 pallets during a chase anyway, but snares
0 -
The funny thing is that he slows down to 0% in reality.
So your BS joke is somehow not as bad as what is actually in game.
0 -
Freddy's snares aren't unlimited. Secondly it only works if you are asleep and try the same loop twice. Some survivors want to do the same broken loop over and over again and now you want to whine because a killer has a way to counter it? Give me a break.
7 -
I meant permanently, but I see what you mean. :P
3 -
Well the problem is he doesn't break bloodlust when setting snares. This makes him really annoying because literally any killer playing Freddy with room temperature IQ can bloodlust pallets the entire game.
4 -
I think Freddy’s Dream Snares are pretty fair. They take a hot second or two to set them up, and they only work if the Survivor’s asleep. That seems like enough of a penalty to me.
5 -
I don't understand why you'd want to nerf Freddy, he's far from overpowered, there's numerous killers better than him, but here we are, nitpicking that his snares which apply a minor slow if you walk through them but only if you're asleep and are giant, glowing bright red pools of blood, don't have a downside. Oh yeah and they take time to arm and Freddy does a very clear animation placing them.
Yeah, okay.
No.
4 -
players use Pallets way more than Snares as is, how is this seriously a complaint? I mean if I ran into snares more maybe I’d agree, but right now the only thing I want to see changed in Freddy is that BS Oblivious not pausing the Deep Wounds Timer.
0 -
Maybe we should look this the other way round. For Clown at least, maybe he shouldnt need to refill bottles or receive a slowdown. 😗
13 -
You're right he need to go to the alarm clock to get some more zzzzz in order to use snares and fake pallets.
3 -
are you implying that freddy needs a nerf or the other killers with these penalties need a buff?
2 -
Yeah snare Freddy is pretty much top tier if used properly, not a whole lot of counter play besides waking up.
A nerf probably wouldn’t be welcomed at this point in time though, maybe try looping more then the same spot I guess 🤷♂️
4 -
Imagine wanting to slow down a killer whose power slows down survivors. The fact this happens with Clown is not ok.
6 -
traps litterally do nothing unless you are sleeping...that's a pretty major penalty.
2 -
ok for all the people that don't understand how to counter Freddy/clown. Just throw the pallet down earlier and run to the nxt one..there's litterally a billion pallets on each map.
as a secondary note to the imbiciles that think spirit is OP, she has the same counter, though you dnt throw the pallet down you just keep running, she litterally wont catch you as she will think you are looping, but don't, don't loop spirit.
3 -
Freddy is perfectly balanced right now. You sound like you want to make him loopable for whole 5 gens if you think his snares are OP. You're not supposed to be able to hold killer in 1 chase for the whole game you know.
4 -
Why do people bring up the argument that they only work on Survivors who are asleep? This is no real argument, since the Survivor will put into Sleep after the first Hit.
But I dont see the Snares as a problem. They are better than the Pallets and it is not that much fun to play vs a Snare-spamming Freddy who is just going to Bloodlust, but they are not unfair. Freddy is in a good spot.
2 -
You literally cant do anything if the snares are about, a hex had like 5 around it couldn't do anything for the whole game, you should atleast be able to clean the blood or something
1 -
The Entity was unprepared when OSHA representatives began to appear in its realm...
1 -
On topic, Freddy seems to be one of the only M1 killers aside from Billy that can really compete at high levels of play, so... let's not mess him up.
As others have pointed out, comparing him to Clown is a bad idea because Clown is a hot pile of circus garbage. "Hi, my power is slowing down the survivors. That's it, that's my power. Also, I slow myself down way more than I could ever slow them. Balance!"
There shouldn't be any movement speed penalty for reloading.
6 -
I think you have it backward. Freddy is fine. But some of thoses killers you mentionned could use a buff.
1 -
You're absolutely right, OP...
We should get rid of all these cool-downs other Killers have. They are extremely annoying, cause you to lose momentum, often hamper your ability to use a power when you need it most and generally stem from a time when the game was much slower-paced.
11 -
Freddy snares have a delay before they activate. You also need to be asleep for them to even affect you. The players that struggle vs Freddy are the ones who tend to neglect the fact that alarm clocks are on the map. You can spam snares and pallets but you need to be smart about your placements on the map with the limited amount you have.
Freddy is absolutely fine in his current spot. Clown, Cannibal, Doctor and Trapper out of the ones you mentioned should get buffs quite honestly.
Remove all slows Clown receives when using bottles whether it be throwing or reloading. If anything compromise and give Clown 110% speed while reloading and rework the reload movement speed addons.
Rework Bubba
Overhaul Doctor madness effects
Give quality of life changes to Trapper - Set a Trap that's already on the ground without having to pick it up, give his Trap placement a sticky placement similar to how Freddy snares work so you can automatically set the Trap at the last working spot instead of having to slowly edge yourself against a wall until you find the right spot.
1 -
Can we leave Freddy alone?
You guys complain to only seing Nurse, Billy or Spirit and now you want him nerfed because he can be good in high ranks?
1 -
Wow, i cant believe someone is crying about freddy not slowing down while snaring up. Out of curiosity, did you know that freddies traps cant touch you if you are awake? That seems pretty damn reasonable enough for a no slow down. He literally cant use his traps on you if you are awake. Stay awake, dont get smacked, or always have a teamate around to wake each other up. swear dude, survivors like you man smh.
0 -
Oh my god another myth of freddy
Freddy does not have a long lunge anymore it was fixed!
1 -
He's literally fine stop.
2 -
Devs finally reworked a killer that is decent. Let’s not put him in the list of unused killers.
0 -
ITT: People complaining that Freddy's snares have no counterplay except for waking up.
That's the idea. It's the whole concept of how the character's power is designed to work. His power is totally disabled when you're awake.
I mean, come on, people.
3 -
And that is not even true. You can still drop pallets earlier and Freddy needs to break them, because Snares don't slow vaults on pallets. And the slow down isn't even that bad, most of the time you can still run through it and get to a pallet.
0