Devs..you need to hold back the killer sledgehammer

Announcement of freddy changes has been made..and yet I think its a terrible decision to be making..despite his kill rating nobody worth their salt as a killer views him as top of the pyramid, the issue we find ourselves in a situation i worried was coming..the severe lack of competent matchmaking has created a mix of players at all levels , this hereby resulting in teams of random survivors being handicapped by less experience players, combine that with the killers emblem system requiring more effort to keep up, so even when the matches are all red ranks there are many that don't belong there seeping into them on the survibor end..last time we had stats the difference between ranks 2 and one was over 10 percent difference in kill rate even with this bad system


This all pools into creating unreliable stats and in game experience which is only going to inflate the bad experiences of higher tier killer players beyond what they already can be Because the game isn't properly equipped to handle teams with intimate game knowledge and skill..I forsee this freddy change heading to disaster and when they finally get real numbers for higher levels of play it'll result in a bigger backlog if they overlap freddy as im very worried they will..I think they need to wait and focus on the games low points rather than shoot themselves in the foot

Comments

  • @NomiNomad said:

    I 100% believe Freddy is the third or fourth best killer in the game. He is very powerful, and Waking Up isn't really that much of a detriment to him as hey, a little over a minute later, or a single hit, the Survivor is back asleep. I think Freddy is too powerful for how easy he is to use.

    At least the other high tiers, Blight, Oni, Nurse, they all take alot of practice to get right. Not just anyone can pick up Blight and 4k the first time they're played. Freddy can. It's the same reason as to why people hate Spirit - She's far easier to use then a lot of the other high tiers, and get's the same, if not more, reward from the game.

    His pools are much better than Clown's bottle, simple because he can precisely put it anywhere he wants, and it takes him about a second. Clown has to aim, throw, wait for it to land, and not get cucked by a branch or the games wonky hit boxes. Do I think he needs to be destroyed? Not at all, but something to make him more interesting to play as and against.

    I can agree that, most of the time, statistics are a terrible way to balance the game, but Freddy is at the top in killrates for a reason. He destroys low ranks, and can do well against high ranks. That's of course just my opinion though, but I think this is a good thing. On top of the (hopefully) buffs we'll be getting for Wraith, Clown, and Demo, this is good news. Again, just my opinion.

    About the snares there are a few factors..1..they only get use if freddy presets them or is in a loop..clown ruins people in the open, Freddy's snares cannot be modified, clown can, and freddy has a 1 second delay after firing the snares for it to prime, clowns travel time is roughly that or less dependant on range..I think you give them a tad too much credit

  • @Hopesfall said:

    it's just an endless cycle of killer nerfs.. it's quite obvious, once they finish gutting one killer, they move on to the next that whiny survivor mains cry about

    Nurse -> Spirit -> Doc (backfired) -> Freddy -> Blight (compound21) -> Billy -> PH -> Freddy

    and after that it'll be DS or Spirit or maybe 3 people will complain about Myers and he'll get an "addon sweep"

    game's a joke

    Not to sound like an ass but you must not have been here for the 2 straight years of survivor nerfs after BHVr broke off form Starbreeze.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793748#Comment_1793748

    Oblivious isn't a hindrance unless your using bt though, and thats why its not just given for free..Freddy literally is an m1 killer till your asleep

    oblivious wouldn't be a hindrance if people in this community could look around (which, seeing how they claim deathslinger has no counterplay, they can't)

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793976#Comment_1793976

    oblivious wouldn't be a hindrance if people in this community could look around (which, seeing how they claim deathslinger has no counterplay, they can't)

    It has its uses but freddy has the weakest for of oblivious

  • @Dustin said:

    If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.

    Freddy's strong but only when there's gens if the doors aren't close to each other like they're on the other side of map he's kinda screwed because he has nothing outside of his perks to protect the gates unless you're using snares but those only work if someone is asleep and if the survivor has adrenaline Freddy is pretty much a m1 killer. My solution for this when the exit gates are powered Freddy gets a token based teleport system based on how many gens were completed so if all 5 were completed he gets 5 if 0 are completed he gets 0 or 1 token.

  • Yeah hook suicides make him look better than he is, also he is easy to play which will also boost killrate. He is in a good spot does not need changes again.

  • @Dustin said:

    If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.

    The only time I suicide first hook is when I go against Shaq arms Freddy (when the hit me even tho he's lightsyears aways)

  • @TheButcher said:

    Freddy's stats are incredibly skewed, and it's dissapointing to see a dev team make this bad of a judgement

    "There's nothing wrong with Object of Obsession"


    -the same Dev Team.

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792806#Comment_1792806

    not the slow addons but the slow itself just removes all skill from a chase

    Throw the pallet and his slowdown is either useless or he can't get to you in time. Otherwise, you're out of position and the slowdown is from good placement. His powers are fairly easy to counter.

    I hover in green and purple ranks and most Freddy's I see are pretty meh as far as their ability to secure a kill is concerned.


    The numbers are probably skewed because, as many people have stated, lots of survivors either hate Freddy because they don't know how to counter play him, or they find him boring. Neither or those things warrants a nerf imo, but the devs seem so laser focused on the numbers and not the reason behind the numbers that I'm surprised it took them this long to say they were going to nerf Freddy.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792810#Comment_1792810

    Not to sound like an ass but you must not have been here for the 2 straight years of survivor nerfs after BHVr broke off form Starbreeze.

    you mean like getting rid of nonsense like insta gens, infinites, and insta heals (still exist w/styptic)? I've been here since 2017

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792797#Comment_1792797

    All I am seeing is a brain dead killer with godly map pressure and slow down and better anti loop potential than clown.

    "Brain-dead killer" seems to be a lot of people's go to argument when they don't have experience to back up their claims.


    "Oh, Freddy is brain-dead because he doesn't have to work as hard for his powers" where as that should be more in line for what is normal. Do you know how bullshit it is for a killer like trapper to have to set everything up at the start of a match? How garbage clown is in almost every way, even chases...which are what he is meant to be strong in. How annoying it is to play hag and get wrecked because a survivor has a flashlight which makes your power useless a lot of the time.


    Freddy dictates his own powers, survivors only sway on it are the alarm clocks, which don't ruin Freddy's kit. I feel like survivors that kill themselves on hook because they personally dislike playing against Freddy are the reason the numbers are so high. If you don't like a killer, that's on you. Freddy is pretty damn close to balanced with a few minor tweaks needed in order to make him perfect imo.


    In that same chart with Freddy, pig had a high kill ratio...the pig...that to me says a lot in regards to how reliable those numbers are.

  • @ggallinftw said:

    I got no problem with a freddy nerf. He gets good value with minimal skill requirement. I'd bet a good percentage of freddy mains would get crushed if they used a skill oriented killer like oni or hillbilly.

    Most Freddy mains will stay in low ranks... because most green/red survivors actually know how to counter him and don't cry about him as often, if ever.

    Oni seems like easy mode to me, especially with a few of his add-ons in play. Billy is hold button for instant down, unless you're trying to meme and cross map people, there is very little nuance to Billy's kit and he is rewarded for minimal effort.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793092#Comment_1793092

    It's not just the metrics. Vsing freddy is one of the worst experiences in the game as survivor, especially in solo. Just because they are fun to play doesn't mean they are fun to vs. There's two sides to this.

    Freddy is pretty easy to go against. Wake yourself up if you're having a problem with his snares or pallets. Be mindful of his phasing as you can't see him from far away. Be alert. Like...I don't understand why people have such a difficult time against him and actively just choose to kill themselves on hook against him because they can't be bothered to learn how to counter him...or they're just bad.

  • Seriously; take care of toxic survivor builds instead of constantly nerfing killers.

  • @immortalls96 said:

    Announcement of freddy changes has been made..and yet I think its a terrible decision to be making..despite his kill rating nobody worth their salt as a killer views him as top of the pyramid, the issue we find ourselves in a situation i worried was coming..the severe lack of competent matchmaking has created a mix of players at all levels , this hereby resulting in teams of random survivors being handicapped by less experience players, combine that with the killers emblem system requiring more effort to keep up, so even when the matches are all red ranks there are many that don't belong there seeping into them on the survibor end..last time we had stats the difference between ranks 2 and one was over 10 percent difference in kill rate even with this bad system

    This all pools into creating unreliable stats and in game experience which is only going to inflate the bad experiences of higher tier killer players beyond what they already can be Because the game isn't properly equipped to handle teams with intimate game knowledge and skill..I forsee this freddy change heading to disaster and when they finally get real numbers for higher levels of play it'll result in a bigger backlog if they overlap freddy as im very worried they will..I think they need to wait and focus on the games low points rather than shoot themselves in the foot

    I'm not gonna say he needs a nerf but what he does need is a higher skill cap. Same with spirit. They either need to be nerfed or they need to actually be harder to learn. They are way too easy to learn to be as good as they are unlike nurse who is very hard to become really good at and is also a very good killer.

  • @immortalls96 said:

    Announcement of freddy changes has been made..and yet I think its a terrible decision to be making..despite his kill rating nobody worth their salt as a killer views him as top of the pyramid, the issue we find ourselves in a situation i worried was coming..the severe lack of competent matchmaking has created a mix of players at all levels , this hereby resulting in teams of random survivors being handicapped by less experience players, combine that with the killers emblem system requiring more effort to keep up, so even when the matches are all red ranks there are many that don't belong there seeping into them on the survibor end..last time we had stats the difference between ranks 2 and one was over 10 percent difference in kill rate even with this bad system

    This all pools into creating unreliable stats and in game experience which is only going to inflate the bad experiences of higher tier killer players beyond what they already can be Because the game isn't properly equipped to handle teams with intimate game knowledge and skill..I forsee this freddy change heading to disaster and when they finally get real numbers for higher levels of play it'll result in a bigger backlog if they overlap freddy as im very worried they will..I think they need to wait and focus on the games low points rather than shoot themselves in the foot

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

  • @JordanMalicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793095#Comment_1793095

    Freddy is pretty easy to go against. Wake yourself up if you're having a problem with his snares or pallets. Be mindful of his phasing as you can't see him from far away. Be alert. Like...I don't understand why people have such a difficult time against him and actively just choose to kill themselves on hook against him because they can't be bothered to learn how to counter him...or they're just bad.

    You have to wake yourself up every 60 seconds, which takes a huge chunk out of your time and means gens pop far far slower, creating really long and boring games. Plus you fall asleep everytime you're hit which is just a pain. Vsing him isn't nescaserily hard, especially in a swf, it's just a pain and not worth it.

  • @JordanMalicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792811#Comment_1792811

    Throw the pallet and his slowdown is either useless or he can't get to you in time. Otherwise, you're out of position and the slowdown is from good placement. His powers are fairly easy to counter.

    I hover in green and purple ranks and most Freddy's I see are pretty meh as far as their ability to secure a kill is concerned.

    The numbers are probably skewed because, as many people have stated, lots of survivors either hate Freddy because they don't know how to counter play him, or they find him boring. Neither or those things warrants a nerf imo, but the devs seem so laser focused on the numbers and not the reason behind the numbers that I'm surprised it took them this long to say they were going to nerf Freddy.

    A killer being boring to go against, or more accurately hated to go against, is a reason to nerf them because if they are not fun for both sides then it should be changed because a videogame with no ranking system should at least just be fun. and that does apply to things on both sides, killer and survivor.

    Also his killrate is not just high because many people give up, its because hes increadibly easy to play and extremely overloaded as well.

    Im rank 1 basically all the time and devotion 7 (which says more than rank imo).

  • @largo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792798#Comment_1792798

    Red paint is not that op the addon make sure you can use your power at the start of a match. Imagine you play spirit or nurse but you cant use your power for the first minute

    Red paint just isnt op because you start the game asleep, though that does slow the game down and freddies power is so strong it warrents not being able to be used right away. At least his teleport and snare, he still keeps the fading in and out and he can still set up.

    Red paint is op because Failing a Skill Check will no longer allow Survivors to wake up. That means most people are going to be asleep all the time because travelling across the map is stupid and your team will be alseep aswell, and if your soloqueue good luck trying to coordinate all being awake to deny freddy his power which is needed because the slows are so strong and the teleports are so good.

    Also dont compare a 115% killer with 2 slow killers,

    better example would be imagine you playing an Oni match but you cant use your power for the first minute..... snowballing killers should start off weaker not be strong asap

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/210749/devs-you-need-to-hold-back-the-killer-sledgehammer

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

    It does seem a tad ironic

  • @Xavier22 said:

    https://forum.deadbydaylight.com/en/discussion/210749/devs-you-need-to-hold-back-the-killer-sledgehammer

    I'm not gonna say he needs a nerf but what he does need is a higher skill cap. Same with spirit. They either need to be nerfed or they need to actually be harder to learn. They are way too easy to learn to be as good as they are unlike nurse who is very hard to become really good at and is also a very good killer.

    Killer shouldn't be miserable to do well in..thats not fair

  • @Healthore77992 said:

    Well, DS is getting changed, so we kind got even?

    Watch DS getting even stronger if the killer decides to tunnel.

    DS will remain strong, don't get excited.

  • @JordanMalicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793059#Comment_1793059

    Most Freddy mains will stay in low ranks... because most green/red survivors actually know how to counter him and don't cry about him as often, if ever.

    Oni seems like easy mode to me, especially with a few of his add-ons in play. Billy is hold button for instant down, unless you're trying to meme and cross map people, there is very little nuance to Billy's kit and he is rewarded for minimal effort.

    Spotted the freddy main... If you're actually saying hitting an m1 is harder than hitting a demon strike or chainsaw then I can't take you seriously.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794904#Comment_1794904

    Killer shouldn't be miserable to do well in..thats not fair

    Sure,they shouldn't,but in my opinion strong killers should always be harder to learn (e.g blight,nurse,hag,oni etc.).

    Which isn't the case with freddy,obviously.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/210749/devs-you-need-to-hold-back-the-killer-sledgehammer

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

    Pyramid Heads ability to see the aura of the cages got removed becauae a LOT of people just hardcore tunneled with him,leaving survivors with very little counterplay in that situation.

    His second change that was actually a hugge buff for PH.The 0.5 second longer delay is barely noticeable but the reduced penalty on using Punishment of the Damned however is.

  • Kill rates are the absolute worst metric to use for anything in this game, when you have 500 variables that contribute to it, not the least is Survivors throwing away easy 3es and serving up 4ks because they are bored and want to try and unhook the one dude who is actually in danger.

    It's even more hilarious that they bring up the difference in kill rates in relation to the bloodlust test, when bloodlust exists to shorten chase times... So why are they even talking about kill rates in thst case?

    Honestly, the dbd balance crew has a terrible understanding of balance, or fun.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795349#Comment_1795349

    Sure,they shouldn't,but in my opinion strong killers should always be harder to learn (e.g blight,nurse,hag,oni etc.).

    Which isn't the case with freddy,obviously.

    Perhaps..but I'm not seeing that happening here...look what happened to Billy as a not nerf

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795494#Comment_1795494

    Perhaps..but I'm not seeing that happening here...look what happened to Billy as a not nerf

    I would agree that the overheat mechanic wasn't needed on billy.But he's still in a decent spot power level wise.

    On the other side however all the other changes made killers waaay better than they used to be or at least only a bit harder to play (e.g spirit and nurse)

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/210749/devs-you-need-to-hold-back-the-killer-sledgehammer

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

    Survivors can’t be made to have to think too hard, that would make them not enjoy the game as much.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795512#Comment_1795512

    I would agree that the overheat mechanic wasn't needed on billy.But he's still in a decent spot power level wise.

    On the other side however all the other changes made killers waaay better than they used to be or at least only a bit harder to play (e.g spirit and nurse)

    Its always hit or miss..however they succeeded in making some killers so rare to vs..why bother ? No point in a killer if they aren't played by anyone but a few..

  • @finitethrills said:

    Kill rates are the absolute worst metric to use for anything in this game, when you have 500 variables that contribute to it, not the least is Survivors throwing away easy 3es and serving up 4ks because they are bored and want to try and unhook the one dude who is actually in danger.

    It's even more hilarious that they bring up the difference in kill rates in relation to the bloodlust test, when bloodlust exists to shorten chase times... So why are they even talking about kill rates in thst case?

    Honestly, the dbd balance crew has a terrible understanding of balance, or fun.

    Can’t agree more

  • @RocketPenguin said:

    I think freddy needs some nerfs.

    I think we can all agree on the fact that red paint is completely op and needs nerfs at least.

    But his slows are just wayyyyy to annoying to go against because its just put mid loop and if your asleep you always get hit no matter your reaction time or skill.

    I think he definetly needs to lose the garunteed hits because thats what pisses off survivors the most. The amount of times i see freddies respect pallets and just wait for me to fall alseep to win a chase is just insane. Survivor hate comes from no interaction not strength of the killer.

    for the fact that he might be nerfed too much, im not really worried because i think recently the only nerf that went too far was billy but hes still fine but not were he should be imo.

    If you give the survivors a guaranteed way to avoid a killers power then we get Pyramid head. A killer that can only use their power when the survivor is stuck in an animation and can't do anything about it.

    AKA they become useless and boring to play for the killer player.


    The same will happen to Deathslinger if survivors get their way. Give a guaranteed way to avoid the spear and he will vanish from the game. Put a wind up and slowdown on him and he becomes huntress where jungle gyms are 100% safe against him with no threat.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792798#Comment_1792798

    If you give the survivors a guaranteed way to avoid a killers power then we get Pyramid head. A killer that can only use their power when the survivor is stuck in an animation and can't do anything about it.

    AKA they become useless and boring to play for the killer player.

    The same will happen to Deathslinger if survivors get their way. Give a guaranteed way to avoid the spear and he will vanish from the game. Put a wind up and slowdown on him and he becomes huntress where jungle gyms are 100% safe against him with no threat.

    No i dont want guaranteed ways to avoid killers. Pyramid head can still aim well and hit you. Just look at Survivors favorite killers, Oni, Billy, Blight. thiers no 100% way to avoid them thiers bunches and bunches of 50/50s you can be put into. Old pyramid head puts you in a lose/lose and so does deathslinger and thats not fun.

    INTERACTIVITY = fun. Thats it. Lets let both sides have it. No one likes going against DS unbreakable because it feels like forcefield and you cant do anything, No one like going against a freddy because it feels like you cant do anything.

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795691#Comment_1795691

    No i dont want guaranteed ways to avoid killers. Pyramid head can still aim well and hit you. Just look at Survivors favorite killers, Oni, Billy, Blight. thiers no 100% way to avoid them thiers bunches and bunches of 50/50s you can be put into. Old pyramid head puts you in a lose/lose and so does deathslinger and thats not fun.

    INTERACTIVITY = fun. Thats it. Lets let both sides have it. No one likes going against DS unbreakable because it feels like forcefield and you cant do anything, No one like going against a freddy because it feels like you cant do anything.

    Aim all you want but the reason the survivor got hit is because they forgot that they can change directions.. zero input from the killer other than a blind guess and fingers crossed.


    Interactivity the way it is implemented in this game is boring. Oni Billy and Blight are all about angles and if you know them they can't hit you.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795710#Comment_1795710

    Aim all you want but the reason the survivor got hit is because they forgot that they can change directions.. zero input from the killer other than a blind guess and fingers crossed.

    Interactivity the way it is implemented in this game is boring. ONI Billy and Blight are all about angles and if you know them he can't hit you.

    but if the killer thinks hes going to double back he'll adjust his aim, thats a 50/50 with both sides having the same amount of info and have to play accordingly if they want to get a hit/down or make the chase last longer.

  • I'm more concerned the nerfs will accomplish nothing or gut him given BHVR's track record. He only needs minor tweaks (much like Twins) to be "better". If waking up was easier to do, that removes most of his kit and his threat in chases; either that and/or make it take longer to fall asleep automatically.

    Thematically, his rework makes sense; you are supposed to be his ######### in the Dream World; he has complete power over it and can do pretty much whatever the hell he wants. It makes sense that his kit has everything because that's how he was in in the movies.

    Survs just need more/better chances to wake up and deny him that power. Being awake is the intended counterplay by the devs, but its currently too much of a hassle to wake up reliably outside of clocks.

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795715#Comment_1795715

    but if the killer thinks hes going to double back he'll adjust his aim, thats a 50/50 with both sides having the same amount of info and have to play accordingly if they want to get a hit/down or make the chase last longer.

    And then the game gives a nice sound notification and a red warning beam telling the survivor where he is aiming followed by another sound warning and the actual attack that has travel time. If the survivor gets hit it is the survivors fault. The killer did nothing.

    Lets not forget that the killer stain also shows exactly where you are aiming before any of these warnings allowing an observant survivor to move out of the way the second you start doing the animation so his attack is the definition of useless out in the open or at low wall loops.

  • @StibbityStabbity said:

    Personally, I hate playing against Freddy. I don't think he's SUPER HIGH TIER, though. For me, his issue is how strong he is at a baseline. His baseline stats are pretty strong, but his skill ceiling is pretty low. I personally wouldn't mind seeing him LOSE some of his baseline power, but give the remaining abilities a small boost so that he becomes more focused. Excels at some things, stumbles on others. Right now, he's almost a jack of all trades, master of none. An amazing Freddy won't compete with an amazing Nurse, but a bad Freddy will dominate over a bad Nurse.

    Freedy is such an annoying killer but when i go against him they always camp me on the hook or just baby sits near me so its me always dying

  • @JayByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792742#Comment_1792742

    Freedy is such an annoying killer but when i go against him they always camp me on the hook or just baby sits near me so its me always dying

    That sounds like a problem of having bad luck with players, not with killers.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794146#Comment_1794146

    Thats not relevant to the discussion..and frankly looks like a bait post..so I'll ask you to not derail my topic if you would

    Don't like the truth then don't say anything move on kid

  • I don't like his Melee Marth attack range. Freddy players with a 30 ping still hit me from narnia when im on survivor.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792751#Comment_1792751

    not at all..a perk that is constantly creating problems especially with other perks..is far different from a killer that is being targeted due to stats that can't be trusted for too many reasons

    Wasn't that the reason why ruin got changed? Because it synergizes too well with other slowdowns?

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792757#Comment_1792757

    Wasn't that the reason why ruin got changed? Because it synergizes too well with other slowdowns?

    No..it was legit changed because it was apparently too hard for newer players..pretty much the freddy scenario

  • Anyone remember the last time we got a killer buff? One that wasn't paired with some downside or nerf? I feel like it was Freddy...

  • @Vetrathene said:

    Anyone remember the last time we got a killer buff? One that wasn't paired with some downside or nerf? I feel like it was Freddy...

    Doc id say if I'm being blunt

  • Mostly true I would say. His was more of a lateral shift then a buff? In some ways he is better, since he dosen't have to switch modes. But he is worse because he dosen't get automatic detection. He is certainly more fair, but I wouldn't really call it a buff?

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813202#Comment_1813202

    Mostly true I would say. His was more of a lateral shift then a buff? In some ways he is better, since he dosen't have to switch modes. But he is worse because he dosen't get automatic detection. He is certainly more fair, but I wouldn't really call it a buff?

    As doc was my first killer doc is way ahead of where he is in a good docs hands, and his electrode buffs were huge

  • @Vetrathene said:

    Anyone remember the last time we got a killer buff? One that wasn't paired with some downside or nerf? I feel like it was Freddy...

    -Hag addon and basekit buff (I think that was in like 2018)

    -Addon rework and small base kit adjustment for trapper and wraith

    -doctor rework

    -Leatherface rework

    -Plague buff (gets one corrupted fontain for free)

    -Map reworks in general

    -Increased healing time for survivors (from 12 to 16 seconds)

    -exhaustions doesn't recover anymore while running

    -Clown rework will make him way better for sure

    That's the ones i can remember right now.

    Point is,killers got EXTREMELY buffed throughout the years.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813197#Comment_1813197

    -Hag addon and basekit buff (I think that was in like 2018)

    -Addon rework and small base kit adjustment for trapper and wraith

    -doctor rework

    -Leatherface rework

    -Plague buff (gets one corrupted fontain for free)

    -Map reworks in general

    -Increased healing time for survivors (from 12 to 16 seconds)

    -exhaustions doesn't recover anymore while running

    -Clown rework will make him way better for sure

    That's the ones i can remember right now.

    Point is,killers got EXTREMELY buffed throughout the years.

    I'm not saying they didn't. I'm saying the last time they got a buff with no fine print on it. I also meant for killers themselves, not just changes to the game. Though those changes have been nice, and have helped. Its still often a stressful mess to play killer though. And what I feel is a breeze to play survivor.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813290#Comment_1813290

    I'm not saying they didn't. I'm saying the last time they got a buff with no fine print on it. I also meant for killers themselves, not just changes to the game. Though those changes have been nice, and have helped. Its still often a stressful mess to play killer though. And what I feel is a breeze to play survivor.

    In that cases,the doctor and leatherface rework were the latest buffs we got to a specific killer (Soon clown too).

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