How I would buff Freddy (basekit and some addons)

Basekit Changes

  • Freddy still moves at 115% speed when placing a snare.
  • Survivors who walk over snares now leave blood trails, regardless of health state, for 20 seconds.
  • Freddy now has access to both snares and dream pallets in every trial and can switch between them like the Clown switches bottles.
  • Freddy's lullaby range is reduced to 24 meters.
  • The Dream World now has fog from the survivors' point of view, but no fog is present from Freddy's point of view.
  • Survivors can't see their alarm clock's aura outside of 40 meters.
  • The 30-second immunity when waking up from an alarm clock is ignored by Freddy's basic attack.
  • Waking up from an alarm clock now takes 8 seconds.

Add-ons

  • Black Box: The obsession starts the trial asleep. The obsession cannot wake themselves up by any means. Survivors who wake up the obsession become the new obsession and suffer the same effects.
  • Class Photo: After projecting to a generator, gain Killer Instinct on all asleep survivors for 6 seconds. Dream Projection can no longer be canceled.
  • Swing Chains: When Freddy vaults a window, that window is blocked for all asleep survivors for 10 seconds.
  • Jump Rope (Now a purple add-on): Freddy's lullaby is map-wide and still non-directional.

QoL Changes

  • Freddy's Dream World is now dark blue (the same color as MacMillan before the graphic update).
  • Freddy now has voice acting (please, I'm begging).
  • Survivors no longer get an audio reverb effect when in the Dream World.
  • Freddy can now place snares through walls.

I would appreciate feedback because I have no idea how to balance

Comments

  • Honestly, all these changes are good for him.

    They make him slightly stronger, but it's still the same old Sharp Hand Joe.

    No saying they are bad, but they are the bare minimum that absolutely should be in the game.

    Anyway, it's good to see more Freddy rework ideas.

    I also had my own vision of a Freddy rework if anyone's interested:

    @SoGo said:

    Hello, Freddy mains!
    This is my attempt to buff Freddy to make him more fun, powerful and interesting. I'd like to hear your thoughts on this, so feel free to comment.

    • Freddy is invisible to everyone who's awake, and his terror radius is replaced by his lullaby for the awake survivors.
    • When coming close to a Survivor, he can pull them into the Dream World. They can intermittedly see him during this process.

    When in the Dream World:
    • Survivors suffer from a 20% action speed penalty.
    • Can see and be attacked by Freddy.
    • Can hear Freddy's terror radius.
    • Can see and be affected by Dream Traps.
    • Can see the Dream Projection happening.

    Freddy's abilities:
    • Dream Projection - Now works with finished gens as well.
    • Dream Hooks - 6 random hooks change into Dream Hooks at the start of the trial. Unlike normal hooks, only Freddy and asleep survivors can see and interact with them and the survivors hooked on them.
    • Dream Snares
    • Dream Props
    - This includes Dream Pallets, Totems, Chests and Breakable doors. These act all in a similar way, they can be put in spots where they could spawn naturally, and interacting with them makes them dissolve into blood and alert Freddy, with the exception of Breakable doors, which Freddy can walk through, making them dissolve, while survivors can't walk through them.
    • He can create up to 20 Snares/Props

    Ways to wake up:
    • Getting woken up by an awake survivor.
    • Waking up with a Medicine Cabinet.
    • Getting hooked on a normal hook.

    Medicine Cabinets:
    • Replacement for Alarm Clocks
    • Survivors can interact with them while awake or asleep, with the interaction changing depending on their state.
    • When awake, interacting with these will put survivors to sleep. When asleep, interacting with these will wake you up and make you unable to fall asleep for 20 seconds.

    Add-on changes:

    Red Paint Brush:
    • All survivors start the trial asleep.
    • Changes the shape of Dream Snares into rectangular puddles that are 2 m wide and 8 m long
    • Reduces the amount of maximum tokens to 12

    Black Box:
    • Asleep survivors are unable to escape through the Exit gates.
    • Increases the amount of Medicine Cabinets by 2

    Pill Bottle:
    • Replaces Fake Chests with fake Medicine Cabinets.
    • When spawning a Fake Totem, it will look like a lit Hex Totem.

    Class Photo:
    • Suppresses the appearance of the Husk
    • During the Dream Projection, all generators spew blood. (removed downside)

    "Z" Block:
    • Survivors interacting with a Medicine Cabinets become Deafened until hit.

    Swing Chains:
    • When hooking a survivor on a Dream Hook, the duration of their hook stage timer is shortened by 15%.
    • Removes 2 Dream Hooks.

    Unicorn Block:
    • Survivors become Oblivious for 45 seconds  when triggering a Dream Trap. (The timer doesn't reset when triggering a trap while already affected by this add-on)

    Nancy's Masterpiece:
    • Reduces the cooldown of Dream Projection by 4% for each asleep survivor, up to a maximum of 16%

    Jump Rope:
    • Increases the amount of Dream Hooks by 2.

    Blue Dress:
    • Increases the range of Dream Transition by 20%.
    • Decreases the length of Dream Transition by 2 seconds.

    Paint Thinner:
    • When triggering a Dream Prop, survivors scream and reveal their location for 3 seconds.

    Cat Block:
    • Survivors become Exhausted for 30 seconds when interacting with a Medicine Cabinet

    Nancy's Sketch:
    • Reduces the cooldown of Dream Projection by 3% for each asleep survivor, up to a maximum of 12%

    Outdoor Rope:
    • Increases the audible range of repair noises by 8 meters. (Removed condition)

    Green Dress:
    • Increases the range of Dream Transition by 10%.
    • Decreases the length of Dream Transition by 1 second.

    Prototype Claws:
    • While asleep, survivors have 20% higher chance to trigger a skill check while repairing or healing.
    • Skill check success zones are reduced by 20%

    Sheep Block:
    • Survivors become Blind for 60 seconds when triggering a Dream Trap (Same condition as the Unicorn Block)

    Wool Shirt:
    • Increases the range of Dream Transition by 5%.
    • Decreases the length of Dream Transition by 0,5 seconds.

    Garden Rake:
    • The Nightmare is completely invisible to survivors during Dream Transition

    Kid's Drawing:
    • Reduces the amount of power tokens by 7
    • Gives a 100% bloodpoint bonus in the Sacrifice category.

  • Honestly, I just want a rework. There's no things you could do with his current kit that would make many put him into a fun category.

    There should not be a passive falling asleep for Survivors. I want the old Freddy way of getting players to sleep by manually doing it to them when close. The old Freddy wasn't perfect, but we need to go back a little to that. Make tweaks, make it viable and add some new things if necessary. That way it would feel more interactive to play Freddy and would be more fun to verse him.

    Make him totally invisible for awake Survivors, only being able to see him while in dream world, we need new aspects like that.

  • He still would be weak Killer though. Killer like Freddy should be able to use his Power everytime. Usually all Survivors are not sleeping. Survivors should be able to wake up only 2 times per game or something like that if we want make Freddy at least B Tier Killer.

  • @SoGo said:

    Honestly, all these changes are good for him.

    They make him slightly stronger, but it's still the same old Sharp Hand Joe.

    No saying they are bad, but they are the bare minimum that absolutely should be in the game.

    Anyway, it's good to see more Freddy rework ideas.

    I also had my own vision of a Freddy rework if anyone's interested:

    https://forums.bhvr.com/dead-by-daylight/discussion/411465/a-complete-rework-for-freddy-version-2

    Yours is great this was something I made quick just because I was bored I was thinking of making a rework idea too

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747464#Comment_3747464

    Yours is great this was something I made quick just because I was bored I was thinking of making a rework idea too

    Trust me, I understand. I spend way more time than I probably should've on these forums, just because I'm bored.

    Honestly, I would like to see small buff/rework ideas more often in here, rather than rage bait posts and people having meltdowns over every single upcoming change.

  • Honestly while Freddy does need buffs I think he's flawed in base design. It's boring and unoriginal. Even if his current kit was made S tier he wouldn't be more fun or interesting.

    I think he needs a ground up rework. The snares and pallets thing needs to go.

    Think more in the direction of original Freddy. That was unique and interesting, it just needed tweaks.

    Freddy needs more than buffs, he needs fundamentally different design. The issue isn't just him being weak.

  • @Blueberry said:

    Honestly while Freddy does need buffs I think he's flawed in base design. It's boring and unoriginal. Even if his current kit was made S tier he wouldn't be more fun or interesting.

    I think he needs a ground up rework. The snares and pallets thing needs to go.

    Think more in the direction of original Freddy. That was unique and interesting, it just needed tweaks.

    Freddy needs more than buffs, he needs fundamentally different design. The issue isn't just him being weak.

    Agreed but based on how The Twins rework went I don't have much hope

  • @Blueberry said:

    Honestly while Freddy does need buffs I think he's flawed in base design. It's boring and unoriginal. Even if his current kit was made S tier he wouldn't be more fun or interesting.

    I think he needs a ground up rework. The snares and pallets thing needs to go.

    Think more in the direction of original Freddy. That was unique and interesting, it just needed tweaks.

    Freddy needs more than buffs, he needs fundamentally different design. The issue isn't just him being weak.

    i think BVHR wanted avoid twin-level reworks. as a result i don't think he is going get any change unless BVHR is 100% confident in a freddy rework will change the character drastically while making him more fun to play.

    the main thing i'd like to see is his unlimited wall-hack comeback in dream and a better re-invented mobility option to make freddy feel like he's unpredictable nightmare that you can't track. Like he's is just in your head.

    playing vs freddy should feel like your playing vs some mastermind character that reads your every movement. Something like playing vs Scratch Mirror myer's where your just not sure where the killer is but freddy knows where you are.

  • I still can't believe we lost 2017 Freddy for this, it's like something out of a nightmare…

  • @Brutha said:

    Basekit Changes

    • Freddy still moves at 115% speed when placing a snare.
    • Survivors who walk over snares now leave blood trails, regardless of health state, for 20 seconds.
    • Freddy now has access to both snares and dream pallets in every trial and can switch between them like the Clown switches bottles.
    • Freddy's lullaby range is reduced to 24 meters.
    • The Dream World now has fog from the survivors' point of view, but no fog is present from Freddy's point of view.
    • Survivors can't see their alarm clock's aura outside of 40 meters.
    • The 30-second immunity when waking up from an alarm clock is ignored by Freddy's basic attack.
    • Waking up from an alarm clock now takes 8 seconds.
    • Survivors who fall asleep are shown to Freddy with Killer Instinct for 3 seconds.
    • Freddy is now invisible to awake survivors outside of 24 meters and can be seen intermittently in the 12-24 meter range. He is fully visible within a 12-meter range.
    • Freddy's terror radius is now 24 meters.
    • Survivors are given the "Deafened" status effect while using their alarm clock.
    • When a survivor drops a Dream pallet, they become incapacitated for 5 seconds.
    • Freddy's lullaby can only be heard by asleep survivors.
    • Freddy can now project to completed generators.

    Add-ons

    • Black Box: The obsession starts the trial asleep. The obsession cannot wake themselves up by any means. Survivors who wake up the obsession become the new obsession and suffer the same effects.
    • Class Photo: After projecting to a generator, gain Killer Instinct on all asleep survivors for 6 seconds. Dream Projection can no longer be canceled.
    • Swing Chains: When Freddy vaults a window, that window is blocked for all asleep survivors for 10 seconds.
    • Jump Rope (Now a purple add-on): Freddy's lullaby is map-wide and still non-directional.
    • Outdoor Rope: Freddy can now see survivors' Microsleep timers.
    • Pill Bottle: When Freddy hits an asleep survivor, he transfers his lullaby but not his terror radius to that survivor for 30 seconds.
    • Unicorn Block: Adds 2 snares to Freddy's maximum snare count.
    • Burnt Sweater (New, Purple Add-on): After the last generator is completed, all survivors immediately fall asleep and cannot wake up.

    Except for making him a bit stronger this does not really accomplish much, he is still boring to play and has little to no expression, and is still boring to go against as well...

    Also by saying getting hit during the immunity timer still puts you to sleep, why don't you just say the immunity gets removed? Because immunity to getting out asleep and the sleep timer starting again are two different things.

    The issue is not only that Freddy is weak, but that he also has no depth and very little killer specific skill expression, he is also quite boring to play and play against. So while these changes would probably turn him from the worst killer in the game to an around average one, but none of the other issues I just mentioned get addressed... I would rather have a full rework instead of these minor changes.