Making Freddy Actually Interesting

I think Freddy's current and old iteration is actually solid ground work for what should be Freddy Kreuger.

A lot of people are unhappy with his current iteration. His rework basically removed everything that was loved about his old kit while also making him extremely strong but boring.

I'm sure many of us remember infinite Freddy. If you don't know, he had two add-ons that were stacked with slowdown which made gens nearly impossible to finish. This lead to him being nerfed. His blood pools slow for far less than before and his add-ons with it. This has made it to where there's basically no reason to play him. He has a mediocre kit with basically no unique gameplay to offer. You get an occasional teleport, which is pretty good, but stationary slow down that's very underwhelming.

So how would I fix this? I'd combine elements of both powers into the game. Many old fans are disappointed that he feels much less like Freddy and just a trap killer. But, you can make his traps interesting. I think his traps should be less focused around actually hindering survivors, but making them second guess and vulnerable. His kit preys on fear, much like his actual character.

His old power to pull into the dream comes back. He becomes a stance killer, like how old Doctor use to function.

Lurking Nightmare: Press the Secondary Ability Button. A global audio que will play. During this state you cannot injure the survivors. You are completely invisible. You can pull survivors into the Deep Sleep state which takes 6 seconds. Putting a survivor to sleep in this mode will decrease their charge efficiency, make them hear illusionary lullabies and also place randomly generated dream pallets. Waking up takes twice the amount of time and also increases the chance of skill-checks, which do not wake survivors if missed. You see the aura of dream pallets. You can channel towards a random sleeping survivor and teleport near them. Effects are removed once injured.

*Survivor teleport would obviously have limitations. Such as Pinheads box not affecting the last man standing and allowing you to teleport near them instead of on top of them. A cool down will take place as well.

The idea of this is to tag survivors and let them go for a sneak attack later. As well as split pressure on them. This makes it necessary to take the time to wake up. But survivors who wake themselves up have sleep immunity, so you can't spam it on one survivor at a time, as well as going away after being hit. The randomness of the teleport also insures you can't tunnel one player the whole game. I think it's important to do this to ensure you don't keep the entire team doing gens impossibly slow.

Waking Nightmare: You fade in and out to awake survivors at all times, and are invisible outside 32 meters. Sleeping survivors can see you clearly at any distance. Hitting a survivor pulls them into the dream world. You have 10 Dream tokens. You can switch between 10 snares or 4 Dream Pallet tokens. If you use any new tokens, the oldest placement is taken first in place of it. The more survivors in the dream world the faster your action speeds are (kicking, vaulting, pick ups, recovery, etc.) Dream Snares are more effective against injured survivors as well as the amount of sleeping survivors. Ex: 5% hinderance at base, and +1% with each sleeping survivor with +2% against injured survivors.

The idea is to make his kit reward splitting pressure while also being more in line with his character's nature of playing with his prey. By adding depth to his gameplay you can do a lot more with him than you can now. The survivors must work together to stay alive. You can choose to let someone go and save them for later or go out for the kill out right. You don't have to use the secondary kit if you wish not to as well. So if you don't like how old Freddy played you don't need to play it. But for those who do, they get a risk reward style of play. This would also be good against much of the survivor meta now. Currently the main goal of survivors is to punch through gens ASAP and either not heal at all or just run to a COH boon. This punishes both playstyles. Survivors have to be aggressive instead of passive. All must do their part to survive the nightmare.

Let me know your thoughts.

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