Freddy with Tinkerer, Undying, Ruin is way too oppressive.

Change my mind. This is the most frustrating build i've ever faced.

Can't repair gen, can't find totems, especially on closed maps like Lery's, Hawkins Midwich.

Comments

  • Devs have stated that he's going to be tuned due to his high kill rate. I cannot wait. So tired of tunneling freddies every other match.

  • Survivors running their meta build, which occurs way more often, is actually way more oppressive.

    You can't change my mind because it's factual.

  • I mean, Freddy is mostly okay.

    Undying ruin is broken especially on him, that's being changed soon.

    He is getting changed eventually as well. If I had to guess, they will make him less spammy. Most of his problems are that he is brain dead easy to play for the most part because you don't even have to think about his powers they are almost always available to you. Something like that would make his skill ceiling higher and keep him comparably as strong which would be ideal.

  • Don't need to change your mind. Either your solo, that's tough but doesn't make him Op. Or your playing swf which leaves no excuse why one of you isn't distracting him from gens. Killer it's supposed to be a strong force of opposition.

  • It’s totally frustrating, for sure

    If the team doesn’t cleanse totems and isn’t constantly repairing, it probably will be a quick 4K

    he can be countered by a diligent team doing gens with at least one survivor who is good at looping... two decent loopers is a huge plus.

    this is from a Solo match yesterday

    956A5B64-120C-4E4E-A31C-7570CBC11F7C.jpeg

    I’ve had several of these Solo matches

    Waay more matches ended quickly when players weren’t checking for Ruin at the start of the match, weren’t cleansing totems, and couldn’t last longer than 20 sec in a chase.

  • @[Deleted User] said:

    I mean, Freddy is mostly okay.

    Undying ruin is broken especially on him, that's being changed soon.

    He is getting changed eventually as well. If I had to guess, they will make him less spammy. Most of his problems are that he is brain dead easy to play for the most part because you don't even have to think about his powers they are almost always available to you. Something like that would make his skill ceiling higher and keep him comparably as strong which would be ideal.

    A hex combo is broken. . . just think about that for a moment. A hex combo, which can be broken in under 30 seconds, is broken. Uh huh.

    While I don't mind Freddy being tweaked (tweaked, not butchers like Nurse or made obsolete like Billy), changing hex perks simply because survivors don't want to do bones is stupid in my book.

  • Ruin/undying does nothing if you stay on the gen "5head"

  • Freddy is completely carried by perks/slowdowns and a bit of a meme when you take those away. You have to cleanse early against a Freddy. Every survivor needs to do it. I'd bring Small Game, Detective's Hunch, or a map if you aren't confident on totem spawns.

  • @SkerpiTwitch said:

    Ruin/undying does nothing if you stay on the gen "5head"

    Ruin undying does everything if killer finds the two braindead teammates you get in every game.

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885145#Comment_1885145

    Ruin undying does everything if killer finds the two braindead teammates you get in every game.

    So you're basically admitting that Ruin/Undying isn't, and was never the problem.

  • The only thing I don't like about Freddy is that his lunge is crazy long. If they somehow shorten that, he'd be fine.

  • @Deadman316 said:

    The only thing I don't like about Freddy is that his lunge is crazy long. If they somehow shorten that, he'd be fine.

    No, it isn't. He has the same lunge as every other killer. It only looks long, because he's smaller.

  • @Xyvielia said:

    It’s totally frustrating, for sure

    If the team doesn’t cleanse totems and isn’t constantly repairing, it probably will be a quick 4K

    he can be countered by a diligent team doing gens with at least one survivor who is good at looping... two decent loopers is a huge plus.

    this is from a Solo match yesterday

    https://us.v-cdn.net/6030815/uploads/VX0VS505VLKV/956a5b64-120c-4e4e-a31c-7570cbc11f7c.jpeg

    I’ve had several of these Solo matches

    Waay more matches ended quickly when players weren’t checking for Ruin at the start of the match, weren’t cleansing totems, and couldn’t last longer than 20 sec in a chase.

    I like pop and either discordance or tinkerer which ever I have on the killer I'm using. Starting to really like oppression too though but off topic point is I don't like Ruin by itself or with undying but I might have had to think about it that game as well 2 toolboxes and a key? We don't know if they junk bronze or BNp's. FD just don't cut it sometimes so might have thought about it but probably wouldn't have and just got ran over.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885193#Comment_1885193

    No, it isn't. He has the same lunge as every other killer. It only looks long, because he's smaller.

    Which makes it long. Since he's smaller, they should shorten it. See how that works?

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885197#Comment_1885197

    Which makes it long. Since he's smaller, they should shorten it. See how that works?

    Except, no, that doesn't make it long. It's the same length as any other killer. Which means it's easy to adapt to.

    See how that works?

  • I mean, Undying is getting nerfed next update and Freddy is looking to also be nerfed SoonTM.

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885197#Comment_1885197

    Which makes it long. Since he's smaller, they should shorten it. See how that works?

    Trust me when I say that survivors should not want accurate "model-based" hitboxes for killers. Especially when combined with "accurate" hurtboxes for sirvivors.

    (Killer would need to touch a survivor directly to hit an injured survivor's back)

    ALL killers get nerfed by it, with the small weapon killers getting hit even worse.

    You dont want the NEEDED compensation for such a huge nerf.

  • @Xyvielia said:

    It’s totally frustrating, for sure

    If the team doesn’t cleanse totems and isn’t constantly repairing, it probably will be a quick 4K

    he can be countered by a diligent team doing gens with at least one survivor who is good at looping... two decent loopers is a huge plus.

    this is from a Solo match yesterday

    https://us.v-cdn.net/6030815/uploads/VX0VS505VLKV/956a5b64-120c-4e4e-a31c-7570cbc11f7c.jpeg

    I’ve had several of these Solo matches

    Waay more matches ended quickly when players weren’t checking for Ruin at the start of the match, weren’t cleansing totems, and couldn’t last longer than 20 sec in a chase.

    Doctored photo. You added escape icons didn't you? DIDN'T YOU!

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885197#Comment_1885197

    Which makes it long. Since he's smaller, they should shorten it. See how that works?

    Damn we out here cringe posting

  • This exact build on Freddy is why I run Detective's hunch and Inner strength, All you need to do is one gen and depending on where you are you'll see almost every totem on the map. It counters Ruin&Undying hard and I can't suggest it enough especially if you like to run maps.


    If you dont want to learn the totem spawn points just run those perks together, it heals you up no problem and counters the build and you don't even have to do the gen.

  • @JimbusCrimbus said:

    Survivors running their meta build, which occurs way more often, is actually way more oppressive.

    You can't change my mind because it's factual.

    What meta build? Because it seems like every strong build I EVER wanna play is always called meta so I feel like I cant run it. Ds ub is rare as ######### and even unbreakable is rare. Ds and dead hard are the issue. Sprint burst isnt bad nor BL. Iron will isnt and BT is only an issue if you wanna tunnel at end game when you can trade hooks. So please elaborate on hoe oppressive a rare ass build is and what that build is.

  • @Huge_Bush said:

    Devs have stated that he's going to be tuned due to his high kill rate. I cannot wait. So tired of tunneling freddies every other match.

    Every tunneling Freddy was once a bullied trapper. Something to keep in mind.

  • @Patiencehero said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885060#Comment_1885060

    Every tunneling Freddy was once a bullied trapper. Something to keep in mind.

    I too was once a bullied Trapper. I still consider myself a Trapper main at heart, even though I only play survivor these days. I still don't take out my bullied past upon solo survivors who are obviously bad at the game.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885117#Comment_1885117

    the average chase for a semidecent looper should be around 50-120 seconds. Unless all the pallets were already used up. If they are lasting 20s then they really do suck. Sorry to hear you got put with these guys.

    Yeah, matchmaking’s been all over the place recently

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885117#Comment_1885117

    Doctored photo. You added escape icons didn't you? DIDN'T YOU!

    YOU’RE in the dream world!

    ...we need to doctor in some WakeUp for ya😄

  • Yeah I don't get how people can call him "mostly ok" to deal with when he literally has a 75% kill rate. Whenever you get into a game with him there's only a 25% chance you'll actually get out that game

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885117#Comment_1885117

    I like pop and either discordance or tinkerer which ever I have on the killer I'm using. Starting to really like oppression too though but off topic point is I don't like Ruin by itself or with undying but I might have had to think about it that game as well 2 toolboxes and a key? We don't know if they junk bronze or BNp's. FD just don't cut it sometimes so might have thought about it but probably wouldn't have and just got ran over.

    Never bought the Blight or Twins so I haven’t used Undying or Oppression yet. I agree, Pop/Disco with Tinkerer is effective in keeping survivors pressured all match.

    I totally thought he was gonna bring Denise. The Laurie with the key got chased off a door at the end of the match and was 3rd hooked. Ironically, she only had the Milky Glass and not the Weaved Ring, so she lost it.

  • No. The worst Freddy build would be tinkerer, survalliance, ruin and undying

  • @gendoss said:

    Yeah I don't get how people can call him "mostly ok" to deal with when he literally has a 75% kill rate. Whenever you get into a game with him there's only a 25% chance you'll actually get out that game

    That 75% kill rate is heavily boosted by survivors giving up and pointing at the hook the second they find out it is a freddy

    It is also boosted by someone disconnecting and they count the other 3 survivors.

    Kill rate is a very poor balancing metric in this game and they are only nerfing him to stop the crying.

  • @6yXJI0 said:

    Change my mind. This is the most frustrating build i've ever faced.

    Can't repair gen, can't find totems, especially on closed maps like Lery's, Hawkins Midwich.

    It’s mostly Tinkerer that’s the big problem on Freddy. Being able to stop repairs from being finished by reaching there instantly is what makes builds built around Tinkerer problematic on Freddy.

    When I used to play Freddy (I prefer old Freddy, so I don’t play him very often anymore), I’d run Tinkerer, Bitter Murmur, Cruel Limits, and NOED. Oh, and a strode key for maximum leverage of Cruel Limits. It wouldn’t matter if I didn’t stop a repair in time when teleporting, survivors would be trapped in those houses and go down anyway, especially if the last gen got repaired shortly after teleporting to it.

    It’s a pretty disgusting build on Freddy to be honest.

  • I find Freddy boring but oppressive isn't a word I would use or agree with. He seems totally fine to me in solo queue.

    That hex combo isn't overpowered either. Lots of matches me and the other randos just ignore totems entirely. We finish the matches with them both still up, no issues. The perks honestly do nothing unless the killer is really good and the survivors are bad. In that scenario the killer is probably winning anyway, regardless of ruin/undying. This is also assuming he doesn't just get unlucky and we walk into his totems early on by accident and he's already down 2 perks for free. This happens quite often as well.

    Too bad Undying and Freddy are getting nerfed, neither are warranted in my opinion.

  • @6yXJI0 said:

    Change my mind. This is the most frustrating build i've ever faced.

    Can't repair gen, can't find totems, especially on closed maps like Lery's, Hawkins Midwich.

    i agree freddy alone is not fun, but those perks allow other killers to be viable, most are weak

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885095#Comment_1885095

    What meta build? Because it seems like every strong build I EVER wanna play is always called meta so I feel like I cant run it. Ds ub is rare as ######### and even unbreakable is rare. Ds and dead hard are the issue. Sprint burst isnt bad nor BL. Iron will isnt and BT is only an issue if you wanna tunnel at end game when you can trade hooks. So please elaborate on hoe oppressive a rare ass build is and what that build is.

    Yea I agree with this. DS is often run but I almost never see ds+unbreakable.

    People keep complaining about DS how it grants invincibility or whatever, which I disagree with, but I tend to find it's not a problem compared to dead hard. Dead Hard is what really doesn't have a counter when used right. DS has counters. DS and Unbreakable also are only used once and only are a problem when used strategically which many people don't use it in a smart way, just when they have the first chance.

  • @HellDescent said:

    No. The worst Freddy build would be tinkerer, survalliance, ruin and undying

    Considering the undying ruin meta going on for months, I'm really surprised at how rarely I saw surveillance used, and instead bbq.

    Surveillance literally is telling you what is being worked on at all times. BBQ gives really miniscule information in comparison with ruin. I'd rather run whispers instead of BBQ in that build

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885738#Comment_1885738

    Considering the undying ruin meta going on for months, I'm really surprised at how rarely I saw surveillance used, and instead bbq.

    Surveillance literally is telling you what is being worked on at all times. BBQ gives really miniscule information in comparison with ruin. I'd rather run whispers instead of BBQ in that build

    Um ya it should be obvious it's not for the tracking in that build.

  • @Blightgoesbrr said:

    "overpowered" forever freddy math aka classic forever freddy. Not counting undying/ruin for obvious reasons since this is getting addressed. Tinkerer isn't also taken into consideration since the worst it does is allows freddy to use Pop most effectively.

    We have: 115% killer able to set up tracks that apply hindered and which are basically worse version of clown's bottles (since they have to be set up and survivor can just go to another loop once nightmare tries to put a trap there/just drop a pallet), able to teleport to a gen once +- every 40 seconds (too lazy to count the reduction, I'll just assume it's 40 seconds) with 5 seconds delay, while actively alerting survivors 

    ⦁ Jump Rope - 4%

    ⦁ Swing Chains - 2% x 4 

    ⦁ Thanataphobia - 5% x 4 excluding healing

    ⦁ Dying Light - Up to 8 x 3 (before it stops mattering&causing other things not to work and if you also change obsession to get stacks from it too) 

    ⦁ Sloppy Butcher - 25% penalty to healing speed

    ⦁ Pop goes the weasel - ability to remove up to 200% of the gen progress before it stops mattering&affecting other pieces of exodia build or Corrupt intervention - 120 seconds of having 5 gens to control instead of 7. 

    At worst (all survivors are dreaming, injured, hooked twice) this equals to - 56% gen speed reduction and 61% healing reduction (124,8 seconds to do a gen alone, 25,76 seconds to be healed by 1 other survivor and 51,52 seconds to selfcare) 

    So you can basically divide all these numbers by 2-2.5 because this is what you'd be dealing often since creating that much slowdown requires a lot of controversial things to happen. 

    ⦁ Jump rope only affects sleeping people 

    ⦁ Swing chains will usually have no more than half of their effect due to how easy it is to wake up and how long does it take for survivors to fall asleep passively 

    ⦁ Thanataphobia works only when survivors are injured which means freddy has to keep survivors injured and spread damage instead of directly going for hooks 

    ⦁ Dying light actively prevents thanataphobia impact, since Nightmare isn't interested in chasing the obsession which has 33% healing bonus which partially negates slowdown from other perks&addons nightmare uses. Another problem with this perk is that it requires at least a few hooks to make a noticeable difference so if freddy can't get early hooks, this perk wouldn't have time to go even in half of power.

    ⦁ Sloppy butcher has the same problem as Thanataphobia - it demands nightmare to spread damage to make it work. Simply chasing one survivor wouldn't create much impact from it and if survivors spread, "forever freddy" basically loses half of impact. 

    ⦁ Pop goes the weasel requires freddy to get hooks as fast as possible, as well as knowledge which gens are being worked on -> hooks denied -> pop's effeciency goes down

    ⦁ Corrupt intervention is literally useless. Just make sure not to create a triangle/square for freddy to easily control. 

    ⦁ If freddy isn't allowed to get first free hits (bodyblocking, simple overconfidence, etc, etc), he'll have to wait long time before survivors fall asleep to make half of his build work or to get hits to get the other half of his build to work

    ⦁ Despite having an ability to teleport to generators, Freddy is incapable of effectively scaring survivors off multiple gens since he is able to teleport only once per ~40 seconds, which means the further are gens that are being worked on the moment, the harder it is for freddy to maintain freddy. 

    ⦁ No slugging potential. At all. He can't comeback effectively so if you don't let freddy get his abilities in prime, he'd lose. 

    How to counter "op" freddy:

    BEST (or just good perks since we all know the best) PERKS (excluding obvious DSBTUBAD combo)- 

    ⦁ selfcare for waking up NOT HEALING -> midchase wake ups if you find a moment, waking yourself up outside chases to lower pressure on your team, etc, etc. ;

    ⦁ ANY aura reading perks/abilities that give you an idea where your teammates are/where gens are being worked on and so on so that you can do your objective better and find others to heal you (Empathy, Bond, Better Together, etc)

    ⦁ Object of Obsession due to its interaction with Freddy's dream making him more m1 than he was; 

    ⦁ Sprint burst is the best exhaustion perk due to the fact it allows to avoid getting first hit 

    ⦁ Desperate measures - healing speed goes brr

    ⦁ Adrenaline - allows not to waste time healing in pre-late game to focus on gens more. This thing also wakes you up which can be good in some situations. 

    ⦁ Aftercare - saves time healing each other after feeding freddy free hits

    ⦁ Autodidact - since game will mostly definitely last longer than usual, you have time to get tokens. Not 100% reliable, but if it works, it greatly cripples forever freddy

    ⦁ Inner strength - gives incentive to do bones, gives some independance from team, allows to heal fast when freddy has a lot of stacked slowdown

    ⦁ Leader - fast healing when in group

    ⦁ Prove Thyself - genrush

    ⦁ Second wind - heal survivor -> heal without other survivor later -> less pressure on your team

    ⦁

    General tips (things you'd better do or don't act surprised when you lose and please do more than 1 or 2, otherwise it doesn't work) 

    ⦁ try not to let him get free hits, spread on gens, come together only when healing (spread instantly if you know he is coming). Less free hits -> less time wasted on healing -> more time to do gens and actually escape. 

    ⦁ When game begins, spread on gens and have one survivor distract freddy as long as possible. When there are 2 or less gens left, have one survivor distract freddy, while other two/three focus on 1 gen. 

    ⦁ In case of freddy, survivor is supposed to "reverse" his playstyle - play as safe as possible when healthy until falls asleep/gets injured, then tries to greed pallets for other healthy, unsleep survivors. In that case healthy unsleep survivor is dealing with easy m1 no power killer while his friends to gens slightly slower than usually. 

    ⦁ When survivor is asleep, he deals with dream snares - try to run around them if possible when chased, ignore dream snares right under windows (because they are useless and don't slowdown animation) and try to leave loop if you see freddy setting up snares there (also use brain to make better decisions, since I can't write down all of them where)

    ⦁ Usually forever freddy pushes his slowdown to maximum, giving up on chasing or tracking perks like bamboozle, spirit fury combo, bbq, etc. Use that to your advantage. 

    ⦁ When survivor is asleep and is not chased - don't go for alarm clock across the map, try to fail skillcheck on 0% gen/have other survivor wake you up. If you see dream snares lying around - trigger them. You'll cause much less harm with it, then you'll get for your teammate being chased if he enters that loop. 

    ⦁ If the alarm clock is in close proximity to you (you won't waste more than 10-15 seconds to get to it&use it), use it to wake up. 

    ⦁ Learn to complete gens in a way that last gens remaining are far away from each other. That way freddy only has his teleport to effectively pressure them, as walking on foot is wasting time. 

    ⦁ Don't go for agressive saves because nightmare can ignore borrowed time&capitilizes a lot on free hits. This doesn't apply in endgame where you open/99 gates -> go for saves. 

    ⦁ Don't do bones. At all. Once you see forever freddy, focus purely on gens&keeping health states so that you don't have to be affected by thana/fall asleep more than needed. Even if he has noed, you'll deal with it in endgame, just memorize totem spots.

    ⦁ Get over yourself. Stop tilting yourself the moment you see it's freddy and then you see he's running slowdown build. Just stop doing that, you're literally mentally surrenderring and sealing the result of the game before it's over. Your mentality is one of the main reasons you lose. You will never win even against perkless wraith without bell if you convince yourself you can't win. 

    ⦁ Accept the fact that it will be difficult and you will struggle. You are bound to struggle against any killer at peak performance and it just so happens that Freddy's peak performance is one of the easiest to achieve. Just don't give up and hope your team understands the same. Do your best instead of ######### around and you'll be fine. Remember that all Forever Freddy is capable of is giving himself more or less 30-40% more time than other m1 killers generally have. Other than that, he's just an ordinary M1 killer. It's not good nurse/spirit levels of gameplay, who end every chase in less than 30 seconds. It's not that awful as you think. Especially after nerf. 

    Use these advices and stop crying that forever freddy is OP. 

    mqdefault.jpg

    (too much text, for not meme knowers)

  • @Blightgoesbrr said:

    "overpowered" forever freddy math aka classic forever freddy. Not counting undying/ruin for obvious reasons since this is getting addressed. Tinkerer isn't also taken into consideration since the worst it does is allows freddy to use Pop most effectively.

    We have: 115% killer able to set up tracks that apply hindered and which are basically worse version of clown's bottles (since they have to be set up and survivor can just go to another loop once nightmare tries to put a trap there/just drop a pallet), able to teleport to a gen once +- every 40 seconds (too lazy to count the reduction, I'll just assume it's 40 seconds) with 5 seconds delay, while actively alerting survivors 

    ⦁ Jump Rope - 4%

    ⦁ Swing Chains - 2% x 4 

    ⦁ Thanataphobia - 5% x 4 excluding healing

    ⦁ Dying Light - Up to 8 x 3 (before it stops mattering&causing other things not to work and if you also change obsession to get stacks from it too) 

    ⦁ Sloppy Butcher - 25% penalty to healing speed

    ⦁ Pop goes the weasel - ability to remove up to 200% of the gen progress before it stops mattering&affecting other pieces of exodia build or Corrupt intervention - 120 seconds of having 5 gens to control instead of 7. 

    At worst (all survivors are dreaming, injured, hooked twice) this equals to - 56% gen speed reduction and 61% healing reduction (124,8 seconds to do a gen alone, 25,76 seconds to be healed by 1 other survivor and 51,52 seconds to selfcare) 

    So you can basically divide all these numbers by 2-2.5 because this is what you'd be dealing often since creating that much slowdown requires a lot of controversial things to happen. 

    ⦁ Jump rope only affects sleeping people 

    ⦁ Swing chains will usually have no more than half of their effect due to how easy it is to wake up and how long does it take for survivors to fall asleep passively 

    ⦁ Thanataphobia works only when survivors are injured which means freddy has to keep survivors injured and spread damage instead of directly going for hooks 

    ⦁ Dying light actively prevents thanataphobia impact, since Nightmare isn't interested in chasing the obsession which has 33% healing bonus which partially negates slowdown from other perks&addons nightmare uses. Another problem with this perk is that it requires at least a few hooks to make a noticeable difference so if freddy can't get early hooks, this perk wouldn't have time to go even in half of power.

    ⦁ Sloppy butcher has the same problem as Thanataphobia - it demands nightmare to spread damage to make it work. Simply chasing one survivor wouldn't create much impact from it and if survivors spread, "forever freddy" basically loses half of impact. 

    ⦁ Pop goes the weasel requires freddy to get hooks as fast as possible, as well as knowledge which gens are being worked on -> hooks denied -> pop's effeciency goes down

    ⦁ Corrupt intervention is literally useless. Just make sure not to create a triangle/square for freddy to easily control. 

    ⦁ If freddy isn't allowed to get first free hits (bodyblocking, simple overconfidence, etc, etc), he'll have to wait long time before survivors fall asleep to make half of his build work or to get hits to get the other half of his build to work

    ⦁ Despite having an ability to teleport to generators, Freddy is incapable of effectively scaring survivors off multiple gens since he is able to teleport only once per ~40 seconds, which means the further are gens that are being worked on the moment, the harder it is for freddy to maintain freddy. 

    ⦁ No slugging potential. At all. He can't comeback effectively so if you don't let freddy get his abilities in prime, he'd lose. 

    How to counter "op" freddy:

    BEST (or just good perks since we all know the best) PERKS (excluding obvious DSBTUBAD combo)- 

    ⦁ selfcare for waking up NOT HEALING -> midchase wake ups if you find a moment, waking yourself up outside chases to lower pressure on your team, etc, etc. ;

    ⦁ ANY aura reading perks/abilities that give you an idea where your teammates are/where gens are being worked on and so on so that you can do your objective better and find others to heal you (Empathy, Bond, Better Together, etc)

    ⦁ Object of Obsession due to its interaction with Freddy's dream making him more m1 than he was; 

    ⦁ Sprint burst is the best exhaustion perk due to the fact it allows to avoid getting first hit 

    ⦁ Desperate measures - healing speed goes brr

    ⦁ Adrenaline - allows not to waste time healing in pre-late game to focus on gens more. This thing also wakes you up which can be good in some situations. 

    ⦁ Aftercare - saves time healing each other after feeding freddy free hits

    ⦁ Autodidact - since game will mostly definitely last longer than usual, you have time to get tokens. Not 100% reliable, but if it works, it greatly cripples forever freddy

    ⦁ Inner strength - gives incentive to do bones, gives some independance from team, allows to heal fast when freddy has a lot of stacked slowdown

    ⦁ Leader - fast healing when in group

    ⦁ Prove Thyself - genrush

    ⦁ Second wind - heal survivor -> heal without other survivor later -> less pressure on your team

    ⦁

    General tips (things you'd better do or don't act surprised when you lose and please do more than 1 or 2, otherwise it doesn't work) 

    ⦁ try not to let him get free hits, spread on gens, come together only when healing (spread instantly if you know he is coming). Less free hits -> less time wasted on healing -> more time to do gens and actually escape. 

    ⦁ When game begins, spread on gens and have one survivor distract freddy as long as possible. When there are 2 or less gens left, have one survivor distract freddy, while other two/three focus on 1 gen. 

    ⦁ In case of freddy, survivor is supposed to "reverse" his playstyle - play as safe as possible when healthy until falls asleep/gets injured, then tries to greed pallets for other healthy, unsleep survivors. In that case healthy unsleep survivor is dealing with easy m1 no power killer while his friends to gens slightly slower than usually. 

    ⦁ When survivor is asleep, he deals with dream snares - try to run around them if possible when chased, ignore dream snares right under windows (because they are useless and don't slowdown animation) and try to leave loop if you see freddy setting up snares there (also use brain to make better decisions, since I can't write down all of them where)

    ⦁ Usually forever freddy pushes his slowdown to maximum, giving up on chasing or tracking perks like bamboozle, spirit fury combo, bbq, etc. Use that to your advantage. 

    ⦁ When survivor is asleep and is not chased - don't go for alarm clock across the map, try to fail skillcheck on 0% gen/have other survivor wake you up. If you see dream snares lying around - trigger them. You'll cause much less harm with it, then you'll get for your teammate being chased if he enters that loop. 

    ⦁ If the alarm clock is in close proximity to you (you won't waste more than 10-15 seconds to get to it&use it), use it to wake up. 

    ⦁ Learn to complete gens in a way that last gens remaining are far away from each other. That way freddy only has his teleport to effectively pressure them, as walking on foot is wasting time. 

    ⦁ Don't go for agressive saves because nightmare can ignore borrowed time&capitilizes a lot on free hits. This doesn't apply in endgame where you open/99 gates -> go for saves. 

    ⦁ Don't do bones. At all. Once you see forever freddy, focus purely on gens&keeping health states so that you don't have to be affected by thana/fall asleep more than needed. Even if he has noed, you'll deal with it in endgame, just memorize totem spots.

    ⦁ Get over yourself. Stop tilting yourself the moment you see it's freddy and then you see he's running slowdown build. Just stop doing that, you're literally mentally surrenderring and sealing the result of the game before it's over. Your mentality is one of the main reasons you lose. You will never win even against perkless wraith without bell if you convince yourself you can't win. 

    ⦁ Accept the fact that it will be difficult and you will struggle. You are bound to struggle against any killer at peak performance and it just so happens that Freddy's peak performance is one of the easiest to achieve. Just don't give up and hope your team understands the same. Do your best instead of ######### around and you'll be fine. Remember that all Forever Freddy is capable of is giving himself more or less 30-40% more time than other m1 killers generally have. Other than that, he's just an ordinary M1 killer. It's not good nurse/spirit levels of gameplay, who end every chase in less than 30 seconds. It's not that awful as you think. Especially after nerf. 

    Use these advices and stop crying that forever freddy is OP. 

    ok

  • @Deadman316 said:

    The only thing I don't like about Freddy is that his lunge is crazy long. If they somehow shorten that, he'd be fine.

    All killer basic lunges are exactly the same.

    Animations and weapon sizes can make them seem off or different.

  • Just faced one Freddy with Ruin / Undying / Tinkerer + Pop + Pink Brush add-on with Midwhich map offering (for additional fun I guess, icing on the cake) in solo queue; well that was very interesting hmm

    I do not care about KYF or comps ... but this BS should not be allowed in public matches, period!

  • A revived thread which happens to talk about my main? Well, must be my lucky day.

    @gnehehe said:

    Just faced one Freddy with Ruin / Undying / Tinkerer + Pop + Pink Brush add-on with Midwhich map offering (for additional fun I guess, icing on the cake) in solo queue; well that was very interesting hmm

    I do not care about KYF or comps ... but this BS should not be allowed in public matches, period!

    Oh, come on! You've been on the Forums since 2018, that alone is a sign of experience. I bet you can deal with such build.

  • @GeneralV said:

    A revived thread which happens to talk about my main? Well, must be my lucky day.

    https://forum.deadbydaylight.com/en/discussion/comment/2231638#Comment_2231638

    Oh, come on! You've been on the Forums since 2018, that alone is a sign of experience. I bet you can deal with such build.

    It's less about him being unable to deal with it and more about solo queue teammates being unable to parse that maybe cleansing Ruin is a good idea. Besides, Midwich is a pretty good map for Sharp Hand Joe as it is. Not sure why he'd run Pop with Ruin + Undying, that seems like overkill and Sloppy would probably be better.

    One thing you do have to admit is that Tinkerer on Freddy is stupidly strong. I wouldn't say OP, because of the teleport cool-down and warning time survivors have to leave, but it's still ludicrously powerful - a bit like MYC on a Hag.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231657#Comment_2231657

    It's less about him being unable to deal with it and more about solo queue teammates being unable to parse that maybe cleansing Ruin is a good idea. Besides, Midwich is a pretty good map for Sharp Hand Joe as it is. Not sure why he'd run Pop with Ruin + Undying, that seems like overkill and Sloppy would probably be better.

    One thing you do have to admit is that Tinkerer on Freddy is stupidly strong. I wouldn't say OP, because of the teleport cool-down and warning time survivors have to leave, but it's still ludicrously powerful - a bit like MYC on a Hag.

    Yeah, I didn't take into consideration the skill of his teammates. Still, maybe it could've been up to him to go after the Totems, and even on a map like Midwich they will get cleansed eventually. That build feels like overkill, but many other builds are the same and most of the time they can be dealt with. Most of the time.

    And yes, Tinkerer is extremely strong, but if Ruin is already gone and Pop is not on stand-by then it loses much of its power.

  • @GeneralV said:

    A revived thread which happens to talk about my main? Well, must be my lucky day.

    https://forum.deadbydaylight.com/en/discussion/comment/2231638#Comment_2231638

    Oh, come on! You've been on the Forums since 2018, that alone is a sign of experience. I bet you can deal with such build.

    Looks like you are not aware that it is better to revive an old thread than creating new one about exactly the same issue.

    The experience/skill does not change that this kind of build is stupidly strong in public matches, especially with high mobility / teleporting killers.

  • @gnehehe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231657#Comment_2231657

    Looks like you are not aware that it is better to revive an old thread than creating new one about exactly the same issue.

    The experience/skill does not change that this kind of build is stupidly strong in public matches, especially with high mobility / teleporting killers.

    The comment about the revival was not a complaint, and it was not directed at you.

    And yes, I understand the strength of the build, all I am saying is that someone with experience can deal with that, or at least have an easier time.

  • @[Deleted User] said:

    I mean, Freddy is mostly okay.

    Undying ruin is broken especially on him, that's being changed soon.

    He is getting changed eventually as well. If I had to guess, they will make him less spammy. Most of his problems are that he is brain dead easy to play for the most part because you don't even have to think about his powers they are almost always available to you. Something like that would make his skill ceiling higher and keep him comparably as strong which would be ideal.

    Whats happening to undying ?