Buff the nightmare
Nightmare buff idea: when the last generator is repaired, it can teleport to your pools of blood, but when teleporting it will spend the pool. example Freddy has 5 puddles when he teleports he will have 4.
Nightmare buff idea: when the last generator is repaired, it can teleport to your pools of blood, but when teleporting it will spend the pool. example Freddy has 5 puddles when he teleports he will have 4.
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Comments
He does need a buff.
Only problem he had before was being able to stack slowdown addons + slowdown perks. But ofc, the devs had to nerf everything else even tho no one asked for it :)
Just return him to his original design + allow him to interact with awake survivors that perform an action.
And give him the teleport he has now.
Mhhh a hybrid. This would balance off the long wait time before he can attack someone. Sounds ok to me.
IMO he could have had the Teleport in his original state as well. Then his Basekit should be tweaked a bit (buffed for the early and mid-game, nerfed for the Lategame to avoid Freddys playing with Endgame Builds) and it would be fine.
@Topic:
Current Freddy does not really need a Buff. He is a decently strong Killer, not the strongest, but on the other hand not really complicated to play, so IMO it is fine that he is not a Top A-Tier Killer.
But he is incredibly dull to play. A Rework would do more than a Buff.
The best way to buff him would be to revert his nerfs. That version wasn't OP then and it most certainly won't be now.
He does need a rework.
The easiest thing to do is to make his pools sport increased slowdown based on each generator completed.
Base: 5% +2/gen. At 4 gens completed, contesting the final generator will have pools that slow for 13% for 5 seconds. That's pretty good.
Dream Pallets are always a thing and will randomly spawn a few in a large area when you use your teleport.
Dream-world slowdown is same as the Snare slowdown. 5% + 2% per generator.
Change lunge animation slightly so people stop complaining about him not touching them.
Break actions should have the glove - the glove should be the star of the FPS experience.
Give him some love and change his lullaby a little - Glimpse duration to 1 second and cooldown to 3 - and give his chase music and terror radius a much needed facelift.
To counteract this, give his Teleport power a 60 second cooldown. (-2.5s / Gen)
This is the easiest way to rework him. ^
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This is the harder way to rework him v
If you made his power a grab-bag of several powers that rotated, though.... that would be super good.
It would have the benefit of being super interesting and fun to play around with, as many aspects of the kit could be changed with several, unique powers shifting in and out upon use with a small cooldown. But it would make Kruger the most imaginative and the least predictable killer in the game.
Just give him stuff like:
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Dream Snares (5 total. 5% slow +2%/Gen)
Dream Pallets (2 + 1/Gen total)
Dream Furnace (Plague Puke flamethrower that will hurt survivors that are hit with it consistently over its channeling. Lasts for 5s +1s/Gen)
Dream Arm ( Nemesis Tier 2 whip, but Freddy just elongates his arm. Range is 3m +1/Gen. Slowed after use with a lengthy 3s cooldown animation.)
Dream Rope ( Longer Nemesis whip that doesn't damage survivors with a huge wind-up. On-Hit the survivor is bound by the rope, which stays on them for 3s (+1s/Gen) and acts as a doctor Pacify. 12m Range. Only 1s Cooldown.)
Dram Magma ( Leave a trail of fire in your wake for 8s +2s/Gen. Survivors that remain in the flames for an extended period of time, they take damage )
Dream Geyser ( Creates a pillar of blood that acts like terrain for a 6s +2s/Gen)
Dream Ambuscade ( Become Undetectable and completely invisible with +15% (+4%/Gen) movement speed and cannot attack or interact for 8 seconds. When the ability ends, retain the movement speed for 1 second. )
Dream Dash ( Demogorgon shred, but slows a great deal before use. Speed of 16m/s and an open time of 0.5s + 0.15s/Gen | 8m - 20m| 4s cooldown on miss, 3s on hit, 2s on pallet or wall break )
Dream Scream ( Channel over the course of 12 seconds (-2s/Gen) -75% speed while channeling. Survivors in your terror radius instantly fall asleep. All Oblivious survivors scream, revealing their location )
Dream Embrace ( Old Freddy, Point at a survivor that is awake - they are slowly pulled into the dream world over 5s. For 15s their alarm clock does not spawn and they can not be woken up by any means. Using this power gives him a 5s speed boost of 2% +1%/Gen )
After use, ability goes on a 20 second cooldown (-2s/Gen)
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This part is a lot more ambitious. However, I firmly believe that it can be balanced within the chaos of use. This would also make Freddy the most versatile and entertaining killer to both face and play, so long as his numbers can be tightened up to make the power-swapping ability ride the line between oppressively weak on one side or another.
The greatest benefit of such a design is it is intended to be weak in the early game and mount up pressure later - meaning, like Meyers, the killer has its counter baked into its own kit. Tweak the numbers right, and Freddy mains will surrender 3 generators before they can start stealing momentum. The entire point of the killer is that the last generator and end game will be quite the nightmare situation.
Pun intended.