Simple Freddy Buff Idea

For each survivor asleep, freddy could get 4% faster kick, attack cooldown, pallet stun recovery, and rate at which gens regress.


This enables Freddy to have more of an edge in chase, making him more equipped to deal with pallets and have much more useful perk synergies.


Freddy has slowly been creeping down the tier list for a long time ever since his best qualities started getting nerfed. Bt change, sloppy thana changes, old ruin pop, etc. Now that other killers who can teleport much better than freddy can, he seems to just lie at the bottom of the killer roster forgotten.

With these simple changes, he can become very scary in chase with lots of opportunities to apply pressure through buffed chases or by slowing the game down by making survivors more inclined to wake themselves or each other up.


Not to mention, it can't be too hard to implement. Depending on how well he performs in a hypothetical ptb or few weeks after these suggested changes, the penalty to waking other survivors up may need to be severely reduced or removed.


Thank you for reading or any feedback/thoughts you may have on this.

Comments

  • Idea Freddy Buff:



    - Freddy can teleport to a generator, even if it is finished.

    Completed generators have a blue aura.

  • Freddy Buffs are not hard to make:

    1st: Give him an Addon-Pass. 90% of his addons are terribly bad. He doesnt need 3 Pallet-Addons, one is enough (or give him Pallets and Snares Basekit like Clowns Bottles). Louder Sounds are a joke, the numbers on the Masterpiece and Sketch (Teleport-Addons) are far too less. He has no Aura-Reading Addon which actually works and no One-Shot or insta-reload etc.

    2nd: Make the Dreamworld a place where survivors want to escape, so that they have to interact with alarm clocks etc.

  • An ancient idea of me but here you go:

    @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.


  • a 2nd rework is what freddy needs

  • @AverageAshEnjoyer said:

    a 2nd rework is what freddy needs

    We all know that this will never happen, so we have to work out a way current Freddy has something thrilling in his kit.