Freddy slow down addons change
At the moment Freddy regarded as a boring killer due to the way he slows down the game. I think that we can change Freddy Action Speed penalty addons (Outdoor Rope/Jump Rope/Swing Chains) to:
- Reduces survivor's Healing and Repairing Triggered Skill Checks' success zones are reduced by 20/35/50% while in the dream world.
The benefits of this change include:
- Dynamically slows down the game by applying regression instead Action Speed Penalty, factoring survivor skill by requiring multiple difficult skill checks.
- Not oppressive on new survivors who, after failing one skillcheck, will exit the dream world.
- Provides Freddy more notifications on survivor location making him less dependent on Tinkerer and BBQ.
- Synergistic effect on Freddy's other addons that increase regression (Wool Shirt/Green Dress/Blue Dress).
Thank you for coming to my TED Talk.
Comments
So turn the add-ons into a worse version of Unnerving, which is already a bad perk? That's what it sounds like you want to do.
Here's the thing, failing skill checks actually wakes survivors up. That's why you'll never see an impossible skill check Freddy. Instead, they should reduce the chances of getting skill checks. I once wrote this change in another thread.
Jump Rope
Moderately (20%) reduces the chances of survivors triggering healing and repair skill check in the dream world
Swing Chains
Slightly (10%) reduces the chances of survivors of survivors triggering healing and repair skill checks in the dream world. This penalty is increased for every survivor in the dream world.
Basically they become budget Red Paint Brush which I think should also be changed.
Right now Outdoor Rope and Jump Rope apply 2% and 4% penalties respectively and Swing Chains values are 2% per survivor in the Dream World, varying between 0 and 8%. The best set up you can get is 12% with everyone in the dream world and the 2 best addons. A full stacked Thanatophobia grants 20% repair speed penalty, and Thana is considered niche. A single failed skill check regresses a gen 10%, that is almost equivalent to using current Jump Rope+Swing Chains with 3 survivors in the dream world. Compare that to pop that has activation requirement, regresses by 25% and requires you to waste time going to and kicking the gen.
Freddy is one of the few killers with innate slow down and it was one of the aspects that they kept during the rework and reducing the chances of skillchecks does little in that aspect. What I had in mind by proposing that change was to have something that actively impacted survivors instead of a generic penalty to actions. The advantage of having difficult skill checks is that if you're good at landing them, you can work without giving him notifications. On the other side waking up on a failed difficult skill check is also good bc it applies the regression, notifies the killer, and serves as a safety net to inexperienced survivors to prevent scenarios like pre-nerf ruin.
What is the one tactic Freddy mains advice you to do against him? Wake up. All of Freddy's fancy snares and pallets do nothing when you're awake. By reducing skill checks, you reduce and weaken the thing that wakes survivors up while also slowing them down
Pop doesn’t need a skillcheck to activate though. You have to activate it yourself, not the Survivors. Your new slowdown add-ons would and Survivors have already learned to how to hit them. All of that regression goes away if the Survivor is good at skill checks and you’re now left with two nearly useless add-ons. I’m fine with changing these add-ons, but not in a way that makes them useless against good Survivors.