Freddy Rework Is very promising, but could use small buffs.
Mainly in the teleport time. it is just too large a gap creator for survivors too escape. And yes, I don't want it too be an easy gen grab either, but it feels like survivors always run away too a pallet or window by the time you teleport too the gen.
Another thing is the Dream Snares. They are okay IMO, but a slight buff wouldn't hurt it. I would try 18%, then 20% if the first buff doesn't work. Main reason it should be a stronger slow is because it's so obvious were traps are once you are asleep, and they don't even matter when awake.
The Block addons should be changed too decrease the time for a survivor too fall asleep passively. The reworked blocks are so useless. Why is a purple addon, a 6k costing addon, only gives Hemorrhage when a survivor is fully healed? it's a waste of 6k bloodpoints when other killers have Hemorrhage as a brown or yellow addon.
Honestly, I'm quite happy for the Rework, and I hope he is strong in Red Ranks. Please don't nerf him into nothing because of a bunch of rank 20's again devs.
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His snares need a buff, boring, his gen teleport cooldown needs to be lower, like 40 to 30 seconds. His action speed debuff add ons are useless, worse than Thanatophobia.
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Im pretty sure survivors being able to get somewhere safe is intentional so I doubt that'll change.
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It is definitely intentional, but it could also be a little lower without being completely unfair. I can't promise that it will be lower, though.
I wouldn't understate the effectiveness of the teleport, personally. Being able to hook someone, spot an aura with BBQ and then teleport across the entire map and instantly start a chase is pretty huge. Even if you do have to catch up, you're saving all the time you would have spent running over and they could very well have started running then as well.
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@Peanits from what I have seen of his power I would honestly give it like two weeks before changes. PTB tbh has been mainly Head On exploit or survivors/killers not trying to get out. There is a lot of plays about Freddy yet to be discovered as I have seen some of them being used before.
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Ultimately, any killer that has to actually play around pallets and loops is going to have an uphill battle to be consistently red rank viable, and this version of Freddy will be no exception. There are just too many safe pallets, god windows, loops, and health states for optimal survivors to utilize. No way around that. But he does have some things going for him.
There is a lot of potential map pressure in the generator teleport. It's a great concept, but I think it takes a bit too long to channel and it shouldn't be on full cooldown at the start of a match. It's tuned for low rank play. That's a problem.
The snares should be a bit more consequential and quicker to set. They are great for denying fast vaults. As it stands, a dream snare just turns Freddy into Clown, and Clown sucks.
Dream pallets are great. I think the pallets should be the base kit and the snares should be the add on dependent power.
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They need to make clocks the only way to wake up then he will be decent
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100% agree with the block add ons needing a change, they are so useless now. I could of sworn they said on the previous podcast that you could of reduced the time the survivors passively fall asleep. Seems like a perfect thing for an add on, but I guess not.....
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Head on exploit?
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I would say buff the snares a lil bit, or nerf them completely, and just give him pallets in base kit. Also, change the teleport time to 3secs instead of 5. Still gives them plenty of time to run away, but also gives Freddy a chance for pursuit. Everything else looks pretty good from what I've seen.
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This sums it up pretty well.
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I still want it to be lowered based off # of people in dream.
3 seconds always might be a bit too much for a crossmap teleport. If it requires everyone to be asleep for it to be like that then it's another story.
I want it to be 5-(0.5*#ofsleepsurvivors)
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This would be pretty cool, and would have nice synergy with his cooldown addons.
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Insta heals are pretty huge, adrenaline is pretty huge, infinite's are pretty huge, a loop that connects to another loop is pretty huge. And I'm surprised you don't consider Billy using his chainsaw to do the somewhat exact same thing isn't considered huge. So I'm just wondering, how is Freddy being able to teleport to a gen across the map in like, I don't know, three or four seconds "Pretty huge"? Time management is essential as a role of killer, yet you don't want to give that.
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Imagine using bbq and not having survivors counter it trivially lol
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I’m worried that it’s too easy to wake up from the dream world and eventually good survivors wont even care about being in it.
The action speed debuff while in the dream world should be default, not tied to an add on, and dream snares should be buffed in some way.
Both Killers and Survivors want a strong killer BHVR, you shouldn’t be afraid to implement that. Newer players will adapt.
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Who cares if they're asleep or not? It's not like it matters beyond having to avoid joke traps and fake pallets lol
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I've already accepted licensed killers are a joke. I bought this game for Myers, but after mastering Billy & Maining Nurse... I see no need for him.
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Snares need some improvement. I've seen some very good survivors stick to loops and perform as if the snares didn't even exist. Kinda sad if survivors don't even try to avoid them.
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For fun and new ways too play the game since Nurse gets really boring. Not every killer needs too be nurse. This is very flawed thinking tbh.
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Pretty much, Any addon that doesn't apply Exhaustion is a waste of an addon.
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If block add-ons stop being meme tier before live I'm good tbh
I mean, he won't be a GREAT killer, but besides Nurse and Spirit who is really. He'll be fine.
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I think most people are not playing Freddy correctly. I see them chasing, and they are not using snares liberally to block loops. They try to set them ahead of time, which is nice, but don't seem to want to just drop them down during chases. I find that strategy to work well. I don't always get it exactly where I want it, but I drop it quickly and keep chasing. Quite a useful loop breaker.
I agree with the post above about waiting on any tweaks until Freddy has been out a couple weeks. That is where we will get a good test of how survivors and killers will adapt to him.
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Honestly, ignoring the (legitimate) criticism I've been seeing about Freddy becoming a hodgepodge of other killers, I think the biggest issue he has is Dream Snares. They are far worse and more situational Clown Bottles that are picky about where you put them. With the various drawbacks to them like the fact that they only work on Sleeping Survivors, they should be much more dangerous. Perhaps build Flask of Bleach's extra Hindered into them?
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Not just this but Pop is extremely effective with Freddy, being able to teleport to the generator you see survivors working on.
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I find them too be alright, but I see why people want buffs too them. I mainly want the Teleport and the Blocks too be buffed and changed respectivly. The teleport just takes way too long too get too a gen, and too recharge. And the blocks are completely useless, especially the Z block.
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3.5 seconds is the best I can find to be alright
4 seconds is still a bit too long
3 seconds is a bit too fast
but 3.5 seconds gives just enough time for survivors to react and killer to catch up to a survivor and/or kick the gen
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