Perks that will work well with Freddy

Pop Goes the Weasel. Hook someone, teleport to the other side of the map and boom 25% gen progress gone. Perks like BBQ, Surveillance, and Discordance will be fun.

Make Your Choice could work well too.

I'm excited. I think he's gonna be a lot of fun.

Comments

  • Any gen related perk is gonna work really good

  • Thrilling tremors.

    Pick up, hook, teleport to a gen that is being worked on.

  • I, for one, have been looking forward to giving him a try with Thrilling Tremors and Pop Goes The Weasel for a while now. You'll instantly know which generator was being worked on and be able to teleport straight to it, then knock a big chunk of the progression off it.

  • @Peanits said:

    I, for one, have been looking forward to giving him a try with Thrilling Tremors and Pop Goes The Weasel for a while now. You'll instantly know which generator was being worked on and be able to teleport straight to it, then knock a big chunk of the progression off it.

    Sounds fun.

  • @BBQnDemogorgon said:

    Thrilling tremors.

    Pick up, hook, teleport to a gen that is being worked on.

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

  • If the action speed addons stack with perks then thanatophobia could be decent sloppy butcher maybe good.... nurses...tinkerer could be decent....

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

    The blood effect is necessary. It forces survivors off the generators if you decide not to teleport, and can also be used to cut off a survivor that's running around a generator and force them to change directions. Removing it would get rid of those two options, and would also allow him to teleport to a generator with no warning and get a grab.

  • Corrupt intervention like all the other trapping killers, then basic m1 chase killers stuff because he's still going to be weak with looping because it's way too easy to wake up.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

    I'd just like to take a moment to mention that in the footage shown on-stream, Freddy was able to teleport in, like, 3 seconds seemingly without add-ons. So either the footage is not indicative of what Freddy currently is as far as specific numbers (which could certainly be the case) or the devs may not have correctly remembered the amount of time Survivors get as a warning.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

    Freddy coming out of the ground maybe enough lol

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/562671#Comment_562671

    The blood effect is necessary. It forces survivors off the generators if you decide not to teleport, and can also be used to cut off a survivor that's running around a generator and force them to change directions. Removing it would get rid of those two options, and would also allow him to teleport to a generator with no warning and get a grab.

    Disclaimer: I haven't had time to watch the stream yet.

    Does Freddy even move at his regular speed while charging the teleport? If not, then the teleport is worthless to use during a chase - you'll just be slowing yourself down.

    As for grabbing, unless he teleports on top of the survivors, all you'll get is one hit. The Spirit gets that, and her power doesn't have as long a cooldown.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

    I think people misunderstand functionality of his teleport. It's not supposed to be free hit, it's supposed to be way to cross the map faster and put preassure on gens. Ability to cross map almost instantly to prevent gen progressin is far more powerfull then people give it credit for.

    To me what you're asking is like making hillbilly wraith like invisble and silent during his chainsaw charge. Let's just wait for the PTB and test how he is before making any more significant chages to him. Everything about his rework sounds amazing (at least to me), he may not be meta but he'll definitely be much better then he is now.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562684#Comment_562684

    Disclaimer: I haven't had time to watch the stream yet.

    Does Freddy even move at his regular speed while charging the teleport? If not, then the teleport is worthless to use during a chase - you'll just be slowing yourself down.

    As for grabbing, unless he teleports on top of the survivors, all you'll get is one hit. The Spirit gets that, and her power doesn't have as long a cooldown.

    He moves full speed. If I'm not mistaken, there is never an instant where Freddy is slowed below 4.6m/s (obvious things like missing an attack aside).

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/562671#Comment_562671

    I'd just like to take a moment to mention that in the footage shown on-stream, Freddy was able to teleport in, like, 3 seconds seemingly without add-ons. So either the footage is not indicative of what Freddy currently is as far as specific numbers (which could certainly be the case) or the devs may not have correctly remembered the amount of time Survivors get as a warning.

    It is three seconds, but this is something that changes frequently throughout development. We go through many different iterations while making a killer, and fine tuning numbers like the time it takes to teleport typically comes towards the end.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562671#Comment_562671

    I think people misunderstand functionality of his teleport. It's not supposed to be free hit, it's supposed to be way to cross the map faster and put preassure on gens. Ability to cross map almost instantly to prevent gen progressin is far more powerfull then people give it credit for.

    To me what you're asking is like making hillbilly wraith like invisble and silent during his chainsaw charge. Let's just wait for the PTB and test how he is before making any more significant chages to him. Everything about his rework sounds amazing (at least to me), he may not be meta but he'll definitely be much better then he is now.

    Expecting people on this forum to try out any changes before giving their opinion.

    https://www.youtube.com/watch?v=DV_PzRb1pLk


  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562671#Comment_562671

    I think people misunderstand functionality of his teleport. It's not supposed to be free hit, it's supposed to be way to cross the map faster and put preassure on gens. Ability to cross map almost instantly to prevent gen progressin is far more powerfull then people give it credit for.

    To me what you're asking is like making hillbilly wraith like invisble and silent during his chainsaw charge. Let's just wait for the PTB and test how he is before making any more significant chages to him. Everything about his rework sounds amazing (at least to me), he may not be meta but he'll definitely be much better then he is now.

    What I'm asking is that a power with a 45 second cooldown (28,125 s with everyone asleep) should have a functionality beyond allowing you to teleport to specific (yet random) areas of the map. This is just the Legion all over again - a power that initially benefits the killer when used, but then leaves them in a chase where the survivors are in charge.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/562694#Comment_562694

    He moves full speed. If I'm not mistaken, there is never an instant where Freddy is slowed below 4.6m/s (obvious things like missing an attack aside).

    https://forum.deadbydaylight.com/en/discussion/comment/562687#Comment_562687

    It is three seconds, but this is something that changes frequently throughout development. We go through many different iterations while making a killer, and fine tuning numbers like the time it takes to teleport typically comes towards the end.

    If it's 3 seconds now, with no slowdown, then I withdraw my statement.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562695#Comment_562695

    What I'm asking is that a power with a 45 second cooldown (28,125 s with everyone asleep) should have a functionality beyond allowing you to teleport to specific (yet random) areas of the map. This is just the Legion all over again - a power that initially benefits the killer when used, but then leaves them in a chase where the survivors are in charge.


    45s is quite short cooldown and calling map wide teleport not having functionality is silly to me. This will be new best mobility power in DBD better then any other killer. No single killer is able to get across any map faster then 5s, yes you many use it only once but if you teleport to the right spot it can be game changeing.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562701#Comment_562701

    45s is quite short cooldown and calling map wide teleport not having functionality is silly to me. This will be new best mobility power in DBD better then any other killer. No single killer is able to get across any map faster then 5s, yes you many use it only once but if you teleport to the right spot it can be game changeing.

    Indeed, calling map wide teleport not having functionality is silly. In fact, it's not what I did. When you read what I wrote, let me know.

  • @Peanits According to a friend of mine who did watch the stream, the teleport takes 5 seconds to fully charge. Can you verify which is accurate, 3 or 5?

  • @Orion said:

    @Peanits According to a friend of mine who did watch the stream, the teleport takes 5 seconds to fully charge. Can you verify which is accurate, 3 or 5?

    The latest version is 3. These things change frequently towards the end of the development of a killer so it's very easy to get it mixed up.

  • @Orion said:

    @Peanits According to a friend of mine who did watch the stream, the teleport takes 5 seconds to fully charge. Can you verify which is accurate, 3 or 5?

    The devs verbally said 5 seconds, but the in-game footage took only 3 seconds.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562713#Comment_562713

    Indeed, calling map wide teleport not having functionality is silly. In fact, it's not what I did. When you read what I wrote, let me know.


    Well you asking for it to do more even when it seems very powerfull is very similar to saying that it's lacks power to be usefull. I understand the want for powefull killer with strong abilities but you're asking too much.

    VFX blood is very needed, if it was not there it would be like getting hit by the generator itself just for working on it.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562714#Comment_562714

    Well you asking for it to do more even when it seems very powerfull is very similar to saying that it's lacks power to be usefull. I understand the want for powefull killer with strong abilities but you're asking too much.

    VFX blood is very needed, if it was not there it would be like getting hit by the generator itself just for working on it.

    No, asking for it to have more functionality is identical to saying that while it currently has some functionality, it should be better.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562725#Comment_562725

    No, asking for it to have more functionality is identical to saying that while it currently has some functionality, it should be better.

    Yet your idea that makes it better also makes it unfair. We don't know how good it is nor if it even needs to be better in the first place.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562726#Comment_562726

    Yet your idea that makes it better also makes it unfair. We don't know how good it is nor if it even needs to be better in the first place.

    Yet I'd already retracted my statement after being informed that the teleport takes 3 seconds, not 5.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562732#Comment_562732

    Yet I'd already retracted my statement after being informed that the teleport takes 3 seconds, not 5.


    I don't think you should have since this 2s change makes little difference for your original vision. You wanted to get more from his teleport and teleporting 2s faster still won't be enough to get free hit on survivors so it only hastens the gen preassure Freddy will have.

    It makes a little better yes but not ever remotely as good as your original idea would make it. I wonder why you think that 3s teleport is so much better then 5s one to the point that makes to retract your own vision for this power. To me it was more like QOL change then anything after I learned it.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562740#Comment_562740

    I don't think you should have since this 2s change makes little difference for your original vision. You wanted to get more from his teleport and teleporting 2s faster still won't be enough to get free hit on survivors so it only hastens the gen preassure Freddy will have.

    It makes a little better yes but not ever remotely as good as your original idea would make it. I wonder why you think that 3s teleport is so much better then 5s one to the point that makes to retract your own vision for this power. To me it was more like QOL change then anything after I learned it.

    3 seconds->12 meters of head start->20 seconds for a hit (not taking into account bloodlust)

    5 seconds->20 meters of head start->33,333... seconds for a hit (not taking into account bloodlust)

    You think it makes little difference, but it actually matters a lot.

  • Accounting for bloodlust, it's 18,75 seconds for the first and 30 seconds for the second. Over 11 seconds of difference between them. And you think those 2 seconds don't matter?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562764#Comment_562764

    3 seconds->12 meters of head start->20 seconds for a hit (not taking into account bloodlust)

    5 seconds->20 meters of head start->33,333... seconds for a hit (not taking into account bloodlust)

    You think it makes little difference, but it actually matters a lot.


    Yes but you don't take into account other possible distractions. There could be windows around or pallets. Survivor can just sneak away a with UE or have SB. Many times you'll want to kick the gen first if it's close to beiing done and such.

    It ofc matters to spare each second as killer but there is incredibly great difference between instant hit and 20s+ chase if you manage to instantly find out which direction survivors took. I think that those 13s won't make as significant of a difference in most cases like the instant hit would have.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562773#Comment_562773

    Yes but you don't take into account other possible distractions. There could be windows around or pallets. Survivor can just sneak away a with UE or have SB. Many times you'll want to kick the gen first if it's close to beiing done and such.

    It ofc matters to spare each second as killer but there is incredibly great difference between instant hit and 20s+ chase if you manage to instantly find out which direction survivors took. I think that those 13s won't make as significant of a difference in most cases like the instant hit would have.

    And in all those scenarios, the 2 seconds become increasingly more important.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562787#Comment_562787

    And in all those scenarios, the 2 seconds become increasingly more important.


    But not even close to the power of instantly hitting someone without warnig. Power gap between instant hit and having to commint into a chase is still far too large. That's why I don't understand why do you consider 3s teleport close to power of instant hit.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/562790#Comment_562790

    But not even close to the power of instantly hitting someone without warnig. Power gap between instant hit and having to commint into a chase is still far too large. That's why I don't understand why do you consider 3s teleport close to power of instant hit.

    I don't. I just think that 3 seconds is good enough that the VFX makes sense.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562801#Comment_562801

    I don't. I just think that 3 seconds is good enough that the VFX makes sense.


    Alright then. I found it to be good enough even with 5s to fulfill it's purpose. It just seemed weird to me that out of all people you would ask for such bad design change as removing the visal warning no matter the length of the channel.

    I'm certain that devs will make appropriate adjustments if it proves weak or even strong. This time they really suprised me with how well though out these changes are imao.