IMO: Freddy is the only killer in the entire game who needs brand new power

I think all other killers can exist well with their power allready, some needs just some QoL update, addon pass or changes. But Freddy needs to do just something else, again, yes. His power is too similar with other killers, his power is not great to play with and play againts. You also can't just buff his raw numbers or give him better addons since he will be the same boring gameplay killer to play as and VS.

I think Freddy needs something. Just something unique that no other killer has to make him more interesting for both sides and then players will play him more as well.

He is now just teleporting to gen killer with worse Clown bottle chase power. His sleeping mechanic isn't interesting either IMO.

Comments

  • 100% agree. Maybe a good start would be to have him switch between snares and dream pallets, just like clown does with his bottles.

  • I personally would love to see OG Freddy revisited. Maybe as a blend of current Freddy and OG Freddy.

  • He definitely needs a rework. Never see him anymore.

  • No, OP, Legion also needs a new power because the gameplay is so boring. They should lean in to the multiple identities and come up with an entirely new power since mending + healing is boring as possible to play.

  • @Splinterverse said:

    No, OP, Legion also needs a new power because the gameplay is so boring. They should lean in to the multiple identities and come up with an entirely new power since mending + healing is boring as possible to play.

    Not gonna happen. Legion has a fan base that loves to play them as they are, which is why the devs didn’t rework them when they had their recent pass over.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199008#Comment_3199008

    Not gonna happen. Legion has a fan base that loves to play them as they are, which is why the devs didn’t rework them when they had their recent pass over.

    They might love a new version even more. And it is DEFINITELY needed. We already have healing and mending in other scenarios (especially with base BT). It needs to be far more interesting for everyone, including the killer.

  • @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 :-).

    Look what I have here. Some weeks ago.

    Of course, a complete Rework would be warmly welcome.

  • I've never seen Nightmare on Elm Street, so I can't contribute ideas about the execution of his power relative to his lore, but I'd like to see more done with the Dream World.


    I'd be interested in seeing him explored as a quasi-stealth killer--no more lullaby for survivors in the Dream World--who has a haste bonus, and maybe action speed bonus, for every survivor in the Dream World, while Freddy is in the Dream World. Remove his snares & teleport ability.

    Give him the power to move pallets out of whatever 'world' he is in at the time, while walking through them.

    Give survivors a secondary objective to try and pull Freddy out of the Dream World temporarily, by turning on several alarm clocks. Freddy would be able to hear these from some distance away and disable them. If 3 are active at once, Freddy is pulled out of the Dream World temporarily.

  • absolutely playing freddy feels so ######### bad it always feels like I have no power and it's extremely discouraging

  • Doesn't need to be brand new

    The og one with some tweaks will do

  • Dream World just needs some sort of lethality/boost if survivors stay in it for too long.

    A hard reason/necessity to stay awake is all he needs, imo, as clocks would then function as slowdown, too.

  • As a former Freddy main, I think his biggest issue is the alarm clock change. He basically has no power other than the teleport for long stretches of time. But yes it would have been nice to have both pallets and snares but if survivors are awake for most of the match, it makes no difference.

  • @Raccoon said:

    Dream World just needs some sort of lethality/boost if survivors stay in it for too long.

    A hard reason/necessity to stay awake is all he needs, imo, as clocks would then function as slowdown, too.

    This is what I was about to say as well. I don’t think he needs a new power, the dream world could be good enough. Survivors should be forced to work more towards not being asleep.

  • @Raccoon said:

    Dream World just needs some sort of lethality/boost if survivors stay in it for too long.

    A hard reason/necessity to stay awake is all he needs, imo, as clocks would then function as slowdown, too.

    He had that. Forever freddy was lethality boost because you could stack sloppy butcher+ old thanotophobia for massive anti-healing with dream world. Swinging chains and Jump rope were punishments for staying in his dream world on both gens and healing. He just got nerfed. nothing else.

    I think he's fine as horror icon in the game. Not every killer has to be strong I guess. some are destined to be F-tier.

  • I always felt his power should operate like some of Doctor's addons.

    If you're in the Dreamworld - Freddy should be ######### with you. Period.

  • Just revert the nerfs.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199106#Comment_3199106

    He had that. Forever freddy was lethality boost because you could stack sloppy butcher+ old thanotophobia for massive anti-healing with dream world. Swinging chains and Jump rope were punishments for staying in his dream world on both gens and healing. He just got nerfed. nothing else.

    I think he's fine as horror icon in the game. Not every killer has to be strong I guess. some are destined to be F-tier.

    I'm talking basekit.

    Maybe something like he can see your aura if you're in there for 2 minutes, exposed after 3, etc.

  • @foxsansbox said:

    I always felt his power should operate like some of Doctor's addons.

    If you're in the Dreamworld - Freddy should be ######### with you. Period.

    That would be nice. Or even some throwaway add ons that change his power into other gimmicky ones, etc

  • Legions entire power is canceled by survivors splitting up... which is already one of the strongest things survivors can do.

  • I would love a power that makes me feel like I'm actually playing as Freddy in the dreamworld. The pallets and snares are okay but I want to feel like I'm actually controlling the dream without being op. Also Robert Englund Freddy please.

  • his power is not great to play with

    Talk for yourself. Snares are great, he just needs new stuff on top of it. Basekit dream pallet being an obvious suggestion.