My Addon-Pass to rescue Freddy

Hi everyone,

as u know, Freddy is for a lot of players one of the most boring and one of the worst killers in the game. Especially after the release of The Dredge and the perk-overhaul, he seems to be forgotten by the developers.

The following changes would make the Nightmare a more enjoyable killer, which would probably become a higher pickrate than right now. As we all know, we barely see him in our survivor-matches, only Hag and Twins are more rare than The Nightmare.


1.) Base-Kit Change

Freddy gets Dream Snares AND Dream Pallets by default. The killer-player can switch between these two abilities by tapping CTRL, just like Clown do with his bottles. At the moment, he has 5 Snare-Tokens and 7 Pallet-Tokens. With the change, he should have 7 tokens by default. You need to choose whether placing some Dream-Pallets or Snares, you need to think about it, but: You can only place 5 at maximum from one side.


2.) Addon-Pass

Red Paint Brush (little Buff to keep survivors in Dream more often):

  • Causes all Survivors to start the Trial inside the Dream World.
  • Survivors are unable to wake themselves up by failing Skill Checks 
  • NEW: Alarm Clocks doesnt grant immunity for 30 seconds from falling asleep (but still adding 30 extra seconds compared to wake-up-actions with other survivors).
  • Alternate NEW: When the exit gates are powered, all survivors fall asleep immedialy.

Black Box (complete Rework):

Survivors inside the Dream World suffer from the following effects:

  • Old:
  • Recently opened Exit Gates are blocked for 15 seconds.
  • New:
  • When holding the Dream Snare-Ability for at least 3 seconds, the Auras of all Survivors within 16 meters are revealed to The Nightmare.
  • The Nightmare cannot use his Dream Projection-Ability.

Z-Block (added Mangled, remove 30secs of duration):

  • Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 60 seconds (reduced by 30secs).
  • Healthy Survivors will leave Pools of Blood as if they were injured.

Class-Photo (unchanged):

  • Causes every Generator  to spew blood while channelling Dream Projection and suppresses the Husk.
  • The Nightmare is unable to cancel Dream Projection once initiated.

Swing Chains (Rework):

  • Old:
  • The Footstep noises of Survivors are 50 % louder.
  • New:
  • While survivors are in the Dream World, they receive a 10 % penalty to healing, cleansing and chest opening.

Pill Bottle (Rework):

  • Old:
  • Reduces the Distance range at which awake Survivors see The Nightmare intermittently to 12 to 24 metres.
  • The Nightmare is invisible to awake Survivors beyond 24 metres and when he is carrying another Survivor.
  • New:
  • The time it takes for survivors to fall asleep is reduced by 30 seconds.

Blue Dress (unchanged):

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
  • The Auras  of Survivors failing these Skill Checks are revealed for 4 seconds.

Jump Rope (Rework):

  • Old:
  • Increases the volume of Survivors' Grunts of Pain by +50 %, if they are the Dream World.
  • New:
  • While survivors are in the Dream World, they receive a 5% penalty to healing, cleansing and chest opening

Nancys Masterpiece (Buff):

  • Reduces the Cool-down duration of Dream Projection by -7 % (was 3%) for each Survivor inside the Dream World.

Paint Thinner (Rework:

  • Old:
  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.
  • The Auras of Survivors interacting with Dream Pallets are revealed for 6 seconds.
  • New:
  • The Nightmare can use 3 more Tokens for Dream Snares

Unicorn-Block (unchanged):

  • Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 60 seconds.

Cat-Block (added Mangled, removed 30secs Duration):

  • Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 30 seconds (reduced by 30secs).
  • Healthy Survivors will leave Pools of Blood as if they were injured.

Green Dress (unchanged):

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
  • The Auras of Survivors failing these Skill Checks are revealed for 3 seconds.

Nancys Sketch (Mini-Buff):

  • Reduces the Cool-down duration of Dream Projection by -3 % (was -2%) for each Survivor inside the Dream World.

Outdoor Rope (rework):

  • Old:
  • Increases the audible range of Generator-Repair noises by +8 metres.
  • New:
  • While survivors are in the Dream World, they receive a 3% penalty for repairing generators.
  • Note: The only Gen-Penalty out of the three Swing Chains, Jump Rope and Outdoor Rope with a very snall percentage, so "Forever Freddy" is not coming back!

Prototype Claw (Rework):

  • Old:
  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.
  • The Auras  of Survivors interacting with Dream Pallets are revealed for 4 seconds.
  • New:
  • The Nightmare can use 3 more Tokens for Dream Pallets.

Garden Rake (Rework):

  • Old:
  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.
  • New:
  • All Tokens are considered to be Dream Pallet-Tokens.

Kids Drawing (unchanged):

  • Gain an extra 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare.
  • Reduces the Movement Speed penalty of triggered Dream Snares by -10 %.

Sheep Block (unchanged):

  • Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 30 seconds.

Woolshirt (unchanged):

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.


Reasons:

First of all, Freddy would have both abilities Base-Kit, which means the Dream World would become a slightly bigger danger for Survivors, which could think more about waking up. At the moment, the Dream World isnt doing anything besides you can use your (mediocre) ability, Dream Snares or Dream Pallets.

Now, Freddy can use both.

For the addons, I removed the overall "useless" addons like louder hearing things to more specific things, which are related to his power. On Top of that, I changed some Addons, so that a Freddy-Player is able to play him different. You can use the "Amandas Letter"/"Mirror-Myers"-Gameplay by sacrificing your Dream Projection, you can go with keeping Survivors asleep for the most time of the match or you can use more perks like Nurses Calling, if you go to make it harder to heal with Swing Chains etc.

Id like to add an One-Shot like like Pinky Finger or so, but I think thats not necessary, because he still has his Map-Pressure-Tool, the Dream Projection.

You could nerf the Dream Projection, so that u can only target gens inside a radius of X meters and create addons to increase this duration. But if you do that, you should buff his Anti-Loop-Ability, the Dream Snares, from 15% Slowdown up to 25% Slowdown OR giving him back his 4,6m/s while placing them.


Now I am curious to hear your opinions :-).

Comments

  • A nice take on Freddy. I did my brainstorming at the start of the year:

    @LapisInfernalis said:

    Dear people of the Fog,

    I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.

    This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".

    Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.

    DREAM DEMON:

    Outside the Dream World:

    • Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
    • Freddy's TR is set to 24m.
    • Game mechanics about micro sleep and clocks remain the same.
    • His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)

    Inside of the Dream World:

    • The lullaby's radius is set to 24m.

    Snares/Pallets:

    • Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.

    Teleport:

    • Stays the same.

    ADD-ONS:

    • "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
    • "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
    • "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
    • "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
    • "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
    • Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
    • Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
    • Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
    • Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....

    I hope you like this.

    Stay healthy.

    Edit: Forgot the aura reading for black box.

    I for myself would change the "dress addons" though. Green and blue dress do exactly the same and that 1s longer aura reading is not worth a green addon compared to the yellow one.

  • @Marik1987 said:

    Hi everyone,

    as u know, Freddy is for a lot of players one of the most boring and one of the worst killers in the game. Especially after the release of The Dredge and the perk-overhaul, he seems to be forgotten by the developers.

    The following changes would make the Nightmare a more enjoyable killer, which would probably become a higher pickrate than right now. As we all know, we barely see him in our survivor-matches, only Hag and Twins are more rare than The Nightmare.

    1.) Base-Kit Change

    Freddy gets Dream Snares AND Dream Pallets by default. The killer-player can switch between these two abilities by tapping CTRL, just like Clown do with his bottles. At the moment, he has 5 Snare-Tokens and 7 Pallet-Tokens. With the change, he should have 7 tokens by default. You need to choose whether placing some Dream-Pallets or Snares, you need to think about it, but: You can only place 5 at maximum from one side.

    2.) Addon-Pass

    Red Paint Brush (little Buff to keep survivors in Dream more often):

    • Causes all Survivors to start the Trial inside the Dream World.
    • Survivors are unable to wake themselves up by failing Skill Checks 
    • NEW: Alarm Clocks doesnt grant immunity for 30 seconds from falling asleep (but still adding 30 extra seconds compared to wake-up-actions with other survivors).
    • Alternate NEW: When the exit gates are powered, all survivors fall asleep immedialy.

    Black Box (complete Rework):

    Survivors inside the Dream World suffer from the following effects:

    • Old:
    • Recently opened Exit Gates are blocked for 15 seconds.
    • New:
    • When holding the Dream Snare-Ability for at least 3 seconds, the Auras of all Survivors within 16 meters are revealed to The Nightmare.
    • The Nightmare cannot use his Dream Projection-Ability.

    Z-Block (added Mangled, remove 30secs of duration):

    • Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 60 seconds (reduced by 30secs).
    • Healthy Survivors will leave Pools of Blood as if they were injured.

    Class-Photo (unchanged):

    • Causes every Generator  to spew blood while channelling Dream Projection and suppresses the Husk.
    • The Nightmare is unable to cancel Dream Projection once initiated.

    Swing Chains (Rework):

    • Old:
    • The Footstep noises of Survivors are 50 % louder.
    • New:
    • While survivors are in the Dream World, they receive a 10 % penalty to healing, cleansing and chest opening.

    Pill Bottle (Rework):

    • Old:
    • Reduces the Distance range at which awake Survivors see The Nightmare intermittently to 12 to 24 metres.
    • The Nightmare is invisible to awake Survivors beyond 24 metres and when he is carrying another Survivor.
    • New:
    • The time it takes for survivors to fall asleep is reduced by 30 seconds.

    Blue Dress (unchanged):

    • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
    • The Auras  of Survivors failing these Skill Checks are revealed for 4 seconds.

    Jump Rope (Rework):

    • Old:
    • Increases the volume of Survivors' Grunts of Pain by +50 %, if they are the Dream World.
    • New:
    • While survivors are in the Dream World, they receive a 5% penalty to healing, cleansing and chest opening

    Nancys Masterpiece (Buff):

    • Reduces the Cool-down duration of Dream Projection by -7 % (was 3%) for each Survivor inside the Dream World.

    Paint Thinner (Rework:

    • Old:
    • Replaces Dream Snares with Dream Pallets.
    • Grants 7 Dream Tokens.
    • The Auras of Survivors interacting with Dream Pallets are revealed for 6 seconds.
    • New:
    • The Nightmare can use 3 more Tokens for Dream Snares

    Unicorn-Block (unchanged):

    • Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 60 seconds.

    Cat-Block (added Mangled, removed 30secs Duration):

    • Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 30 seconds (reduced by 30secs).
    • Healthy Survivors will leave Pools of Blood as if they were injured.

    Green Dress (unchanged):

    • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
    • The Auras of Survivors failing these Skill Checks are revealed for 3 seconds.

    Nancys Sketch (Mini-Buff):

    • Reduces the Cool-down duration of Dream Projection by -3 % (was -2%) for each Survivor inside the Dream World.

    Outdoor Rope (rework):

    • Old:
    • Increases the audible range of Generator-Repair noises by +8 metres.
    • New:
    • While survivors are in the Dream World, they receive a 3% penalty for repairing generators.
    • Note: The only Gen-Penalty out of the three Swing Chains, Jump Rope and Outdoor Rope with a very snall percentage, so "Forever Freddy" is not coming back!

    Prototype Claw (Rework):

    • Old:
    • Replaces Dream Snares with Dream Pallets.
    • Grants 7 Dream Tokens.
    • The Auras  of Survivors interacting with Dream Pallets are revealed for 4 seconds.
    • New:
    • The Nightmare can use 3 more Tokens for Dream Pallets.

    Garden Rake (Rework):

    • Old:
    • Replaces Dream Snares with Dream Pallets.
    • Grants 7 Dream Tokens.
    • New:
    • All Tokens are considered to be Dream Pallet-Tokens.

    Kids Drawing (unchanged):

    • Gain an extra 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare.
    • Reduces the Movement Speed penalty of triggered Dream Snares by -10 %.

    Sheep Block (unchanged):

    • Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 30 seconds.

    Woolshirt (unchanged):

    • Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.

    Reasons:

    First of all, Freddy would have both abilities Base-Kit, which means the Dream World would become a slightly bigger danger for Survivors, which could think more about waking up. At the moment, the Dream World isnt doing anything besides you can use your (mediocre) ability, Dream Snares or Dream Pallets.

    Now, Freddy can use both.

    For the addons, I removed the overall "useless" addons like louder hearing things to more specific things, which are related to his power. On Top of that, I changed some Addons, so that a Freddy-Player is able to play him different. You can use the "Amandas Letter"/"Mirror-Myers"-Gameplay by sacrificing your Dream Projection, you can go with keeping Survivors asleep for the most time of the match or you can use more perks like Nurses Calling, if you go to make it harder to heal with Swing Chains etc.

    Id like to add an One-Shot like like Pinky Finger or so, but I think thats not necessary, because he still has his Map-Pressure-Tool, the Dream Projection.

    You could nerf the Dream Projection, so that u can only target gens inside a radius of X meters and create addons to increase this duration. But if you do that, you should buff his Anti-Loop-Ability, the Dream Snares, from 15% Slowdown up to 25% Slowdown OR giving him back his 4,6m/s while placing them.

    Now I am curious to hear your opinions :-).

    These all seem fine tbh. The sad part is even after these changes he would still be weak, but he would at least be more interesting. Right now he is a sad and very boring killer. Only caveats I would say is making survs bleed while healthy with those addons is a bit too confusing, and you played it much too safe with the indoor rope addon (for reference 3% is less than 1 stack of old thana even in its weakest state b4 its buffs). You could buff this to something like 8% and it would be fine. Other then that these are all great.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/345077/my-addon-pass-to-rescue-freddy

    These all seem fine tbh. The sad part is even after these changes he would still be weak, but he would at least be more interesting. Right now he is a sad and very boring killer. Only caveats I would say is making survs bleed while healthy with those addons is a bit too confusing, and you played it much too safe with the indoor rope addon (for reference 3% is less than 1 stack of old thana even in its weakest state b4 its buffs). You could buff this to something like 8% and it would be fine. Other then that these are all great.

    Yes you could buff some numbers in here, of course. Especially the Dresses could get higher numbers.

    Another thing could be an One-Shot, after interacting with a Snare in 3 seconds after or so.

    At least Top C-Tier or Bottom B-Tier should be possible. At the moment, I cannot see any other killer besides Trapper or maybe Myers who are weaker.

  • Freddy should be completely reworded back to his previous and unique playstyle. Obv with a power adequate because previously he was very weak. But was unique and should have kept that way.

    Addon rework isn't enough in my opinion. You can make him stronger with strong addons, but he will still be boring.

  • @Zolfo16 said:

    Freddy should be completely reworded back to his previous and unique playstyle. Obv with a power adequate because previously he was very weak. But was unique and should have kept that way.

    Addon rework isn't enough in my opinion. You can make him stronger with strong addons, but he will still be boring.

    But a 2nd rework will NEVER happen. We have to hope for improvements of the current one.